Friday, April 8, 2011

Game #3

Inspiration: Magicka.

Idea: Players each control a wizard on a hex based map, and go around casting spells at each other. Last one standing wins.

Twists: Spells are made of 3 components: form, enhancements and modifiers.
Form will give the spell some basic effects and targets. So it will prove range, type (cone, line, wall), and a small buff (sets enemy on fire, freezes, deals bonus damage to cold targets, etc)
Enhancements give a small bonus to the spell. Bonus damage, flame, frost, range, aoe, other debuffs or self buffs. They won't really change how you'll use the spell, but your choice will be important.
Modifiers make the spell work differently. So you teleport to your target, grab them to you, make them discard cards, make effected hexes impassable for a round, or just generally make your choice of form more important.

Additionally, the map has overgrown and water hexes, which are impassable. You can shoot over water hexes, but not overgrown hexes. However, burning overgrown hexes makes them normal until they are frozen, and freezing water hexes does the same, so you can cast offensive spells with knockback to try to manipulate environment. Getting stuck in occupied terrain is bad.

No comments:

Post a Comment