

Ongoing project 01
SpellChemist
SpellChemist is a PVP turn-based strategy game where players are alchemists that cast spells by constructing their own elemental creature, eleemntal spell list and arrange runes on a responsive battlefield.

Week 1
Defining game loop & flow
Paper prototypes and playtest notes for week 1-2 are compiled at the end
The game is comprised of 3 parts: Foundry, Tutorial, PVP arena


Week 2
Gameplay system
Important parts of this game system:
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Rig & Elemental Components >> enable Elemental Spells
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Spells & their cost/reward >> How player uses them in game
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Element Counter Cycle & Elemental Reaction System and effects >> how player strategize to setup a reaction

3 Class Rigs: Attributes, Playstyle defined by Element Slots

Roster of 24 Spells for different Rig+Elemental builds and playstyle

Counter Cycle & Elemental Reaction System

Current Version
Previous Iterations


reminder for self to:
PLAYTEST as early as possible!!!
Week 1-2 Paper Prototypes & Play tests
Prototype ver 0.1.0
Testing for: base player turn flow, distance and movement
What happened:
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Player start from corners with 1 FP, they can’t reach each other or do anything until round 3.
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Player one shot each other with cost 1 fireball on round 4. other spells were not used.
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Player’s shield go out of effect too soon. player going later has less use for shield.
Iteration:
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Player start from 2 FP
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Certain basic attack spells with longer range, less damage
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All sustain spells are longer duration

Testing for: player turn flow with rig, movement, spell choices strategy
Prototype ver 0.1.1
What happened:
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Game ended when arcane got to 4FP, 4*1 cost spells
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There is always a dominant solution to do plain damage, no point of using high cost spells if low cost spells can already do the job
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Arcane class preferred play style is to stay at a distance and place traps, and damage opponents from far away, but no environmental spells
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Should the highest damage cost 3FP fire spell be available to an Arcane with only 1 fire head? Should a mage with only 1 fire head be able to cast 4 fireballs in a role during 1 turn?
Iteration:
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Traps and other environmental conjurations now relatively low cost.
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Spells deal lower plain elemental damage
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Some constructs remain until destroyed or reacted with
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More constraints on high level spells


Testing for: elemental reactions, should there be other effects on top of pure damage modifier?
Prototype ver 0.1.2
What happened:
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Player didn’t put enough elemental spells to react and rewards of intentional elemental reaction weren’t enough for player feel motivated
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Construct disappear too quickly, player start 2/2/2/3/3/3/4/4/4, it isn’t a while until player can cast a good 2 spell combo
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why not use shield? why construct? no benefit if countering spell hit through it, shield at least has flat HP
Version with reflective/buff/counter element system, construct without HP
Iteration:
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Constructs now are elemental filters/modifiers for spells. any spells that passes through construct elementally reacts with the construct and receive buff/debuff. constructs are permanent until reacted with.
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Question to answer: First player to play has advantage, how to balance? Start with less FP?? Deal less damage?



Ongoing project 02
Project Flower
This project is a 10–15 minute action level built around two core mechanics: throwing/recalling a weapon and dashing. The first half is a wide-linear level structure with open combat spaces connected by narrower traversal sections. This allows for both exploration and combat encounters. The experience culminates in a two-phase boss fight as the final challenge.

Week 02
Basic Functions
Test packages
Decide on gameplay details in Design Doc
make clear flowchart
Make practice rangelevel with basic function and interactions




