I’m actually a game developer. My goal is to make a Duelyst-like game but with some differences.
-There is a TLDR at the end for lazy people-
Actually, I said Duelyst-like but the common point will be turn-based board game where you have the possibility to create your own unique playstyle.
The biggest difference will be that the focus will be placed on Generals, not minions. In my opinion, minions are the main factor of the boring aspect of Duelyst, it’s pretty much “remove or die” every turn until you can’t remove any more, then you lose. Of course, I’m exaggerating a lot and Duelyst isn’t entirely like that, but anyway it’s not the topic I want to talk about.
I already made an online game before so I’m pretty confident I can do it.
I put a lot of thoughts into it and shaped a rough outline of what it might be :
Turn-based board game focused on Generals, not minions (there will still be minions though). You’ll be able to play 1v1, 2v2 and maybe even more.
No cards. No decks. (No RNG!) So how you customize your playstyle? The game has classes. Each class has 5 active skills and 3 passive ones, but you can actually choose for your 4th/5th active skill and 3rd passive skill between 2 skills. In other words, your loadout should be: (Skill 1, Skill 2, Skill 3, Skill 4 A or B, Skill 5 C or D, Passive Skill 1, Passive Skill 2, Passive Skill 3 E or F). So you have a bit of personalization on each class with the skills (that’s already 8 different loadout possibilities). But well, that’s far from enough, so let me introduce you to the next part…
Artifacts. You may equip a certain number (2-3, still not sure) of artifacts, who are a bit like passive skills. They give stat boosts and the best ones may even have special effects. For instance, you could equip an artifact that gives you a minion fighting alongside you at the start of the game but takes a bit of your maximum hp. Artifacts will be created only by players and will be tradeable, and the more artifacts you create the better you will be at creating them (on top of that, your name will be displayed on all the artifacts you made so you can be a famous craftsman).
The game has three goals: The first one is to unlock all classes, the second one have the best artifacts possible (there is no upper limit) and to be as good as possible at crafting (still no upper limit).
The sharpest minds may have noticed a few issues with this:
If there are no cards, it means no draw, so no RNG, so each game might be the same, with using skill A on turn 1 then skill C on turn 2 and so on…
Since there are no minions, how will the board aspect of the game be interesting? Won’t it be just face-punching all the time?
That’s true but I’ll try to make each game different simply by making lots of possibilities for classes/artifacts…
That’s where I’m counting on you, fellow dooly players. I have a few ideas to make each class interesting to play and to make positioning matters. But I need some more, and as the saying goes just found it on the internet “Teamwork is essential. It allows you to blame someone else.” So I need you to design classes. No need to go in detail with stats, skills, and everything. Just the general outline of the playstyle it should have and why it would be interesting to play. You can do anything you want, there are no limitations.
In short, I would love you to design a class and it’s playstyle for a turn-based board game. Please explain the core features of the class and why it would be interesting to play. It can be… anything, there are no limitations on what could be made.