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sys:tan restore prototype
โ ๏ธ There is supposed to be an outline around numbers but HTML5 broke the shader. โ ๏ธ
This is a combat prototype for a card battler. It has a prefab team, prefab card deck, and three (random) fights that are relatively simple. It also doesn't have any tutorialisation so I will state the four hot twists on top of what is a normal card battler.
Team. You have four units. In the prototype these are placed automatically. I imagine in the full game you would have multiple units to choose from and can customise start positions.
Command Cards. Most of your cards are played on your units, rather than on enemies. Each unit can perform one command per turn by default.
Script Cards. Some cards are played directly onto the target. These use memory/mana generated by certain Command Cards. Memory persists between turns.
Card Owner. Many of the cards you pick up will have an owner. If someone other than the owner uses a Command Card, the values are halved. I think maybe Script Cards will be halved if the owner is KO'd, but that is NYI.
Appreciate any feedback! If you would like to support this project I have a patreon and other games. ๐๐

Comments
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Quick n Simple: cool and fun I'm interested in seeing where you go with this :3
More specific thoughts:
- The Memory cards feel impossible to use with the pre-made deck because you have to draw the memory generating cards to get a chance of even using them. I assume this would be less of a problem once the concept of relics and building a deck are introduced but something to keep in mind.
- Stuff that targets enemies should have enemies shake to indicate that they're the ones needing to be targeted.For clarity purposes, you may need to have faint lines pointing from the card to valid targets? Or something. I imagine a tutorial will likely ease a lot of pain points in learning (not that I struggled with it at all personally and the text on the page explains it but yeah obviously its a prototype tutorializing isn't important yet.)
- Having ONLY 4 actions (by default) to work with is cool and fun I think. Having to work within restriction is fun and I think part of the appeal of card games is "cheating out" stuff/manipulating rules to do More.
- I kinda feel like having Commands do reduced values for being used outside of class doesn't feel greaaaaaaaaaaaaaaaat but I do like the presence of "Neutral" cards so it might actually be fine. Ideally the values displayed on the card would change depending on who you hover over while targeting with it but yeah. Another thought related to this is that using Commands outside of associated Character could cost Memory but that's like a whole design tangle to think about.
- I think the symbols/icons were very clear on what they meant at a glance (at least to me who is video game literate so idk how much that's worth lol) so I think its pretty good there!
- good art style big fan you already knew this but I feel its worth stating.
- oh if there's gonna be multiple characters there's a possiblity of having them split into "classes" and then have the cards be for "classes" instead of owners? Idk if that necessarily aligns with what you have in mind but that's something to keep in the back pocket I think.
thanks for the feedback!
i feel like the command that reserves 2 memory is good because then any script you see can be used. the command that reserves 1 is a lot less useful, though. i do think decks will lean into this to certain degrees, but it probably should be somewhat useful by default!
yeah, i need to do a lot of work to communicate things. while dragging should show who is a target and who it will affect. it should show the correct values as you drag, but it might be hard to see with the font outlines being broken. what i'd like to do is sim the entire turn out and preview the changes as you drag but... prototype is all joined logic and view because it was faster :(
i like cards being owned as it makes the characters feel more like they have skills rather than just being vectors, but i do get that halving things feels bad. i could double instead but i feel like it's clearer if the card shows the maxed one? idk!
Yeah the clairity of "using the card matching the character is More Powerful" can be a bit hard but I think Just Doubling Values is kinda boring BUT if you're willing to go the extra mile, the cards could simply have Extra Effects (which could just be Double Value lol) when used by the matching Character.
Looks cool!
this is a very interesting game! I'm usually not much intrigued by card-bases fighting games, but the art style brought me in.
I gotta say, if this is developed further it could be cool! I love the mechanic that I can change the positions of my team :D
thanks for giving it a go!
pretty interesting concept, here are my suggestions:
a tutorial in game that helps you see how to play better instead of just putting some text in the description
character selection for boys and girls to be in the game
modes of difficulty
more content in general because why not
otherwise great work! cant wait to see the game get bigger
also I'm going to give it five stars just because
also adding it to my collection
thanks! yeah, this is just a proof of concept at the moment. goal would be to add a tutorial and more content ๐
good luck!