

Devlog
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?

