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Game Design Document

Design logs, mechanics descriptions, and gameplay systems.


Game Loop​

PhaseLocation / ContextKey Mechanics & Activities
location_city 1. Pre-DungeonBig CityDraft a team of up to 3 members using captured monsters and hired NPCs. Purchase items/gear, upgrade traits, accept sidequests, and talk to townsfolk to prepare for the run.
layers 2. DungeonProcedural MapTraverse map nodes representing a floor (5 floors total) to locate the portal and advance, managing paths and node choices dynamically.
swords 3. CombatBattle FieldPick skills, actions, items, or defenses via a bottom command panel, and then control a soul hitbox inside a grid space to active dodge waves of enemy attacks.
history 4. Post-DungeonRun ResolutionWipe all standard run-specific currency and items. Save a Memory or Blessing item providing persistent starting perks, traits, quests or exceptions for subsequent runs.

Dungeon Node Types​

Node TypeDescription
flash_on Normal CombatStandard battle against a regular group of regional monsters.
whatshot Super CombatElite battle against tougher, randomized enemy compositions.
redeem Treasure NodeFind loot, items, or modifiers that can shift run synergy.
storefront Utility NodeVisit the shopkeeper or rest/heal at the Tavern.
military_tech Boss NodeDefeat the floor boss to unlock progression to the next floor.
explore Event NodeText-based events or choices with variable outcomes like weather for example.

Combat System​

Combat StageObjectiveLayout & Gameplay Mechanics
ads_click 1. Strategy SelectionInput party commandsParty stands on the left, enemies on the right. Commands are selected via the bottom command panel.
videogame_asset 2. Dodging PhaseSurvive bullet-hell wavesOnce inputs are submitted, control a soul hitbox inside a grid space to dodge active projectile patterns. Closely avoiding an attack generates TP, while being hit reduces HP of the targeted units.

Commands​

CommandUsage & CostsMechanics & Effects
sports_kabaddi FightWeapon & Monster Skills (Consumes TP)Triggers interactive minigames where damage scales based on timing/performance. Utilizes Damage Types that affects damage based on weakness and resistances (Slash, Pierce, Blunt) and status synergies.
shield DefendEvade, Guard, or Counter (Generates TP)The evade shrinks soul hitbox to slip through tight patterns, the guard gives a flat percentage reduction of incoming damage and the counter deals flat return damage when hit by projectiles.
healing ItemsUtility Consumables (No TP Cost)Consumes inventory items to heal HP/TP or apply temporary stats/synergy buffs or activate special events.
auto_awesome ActionTactical Contextual SkillsContext-dependent actions to inspect enemy stats, weaken their staggering threshold, or attempt to capture monsters.

Status Synergies​

SynergyDamage/Effect TypeMechanics & Decay Behavior
water_drop BleedPotency DamageDeals damage whenever the target performs any action. Decays 1 count per action.
local_fire_department BurnPotency DamageDeals damage at the end of the target's turn. Decays 1 count per turn.
bolt ChargeDamage MultiplierSelf-stacking damage multiplier. Fully consumed on the next skill execution.
trending_down SinkingMercy Meter BoostDrains 1 count on hit to increase the target's Mercy Meter by the current potency.
adjust PoiseCrit Chance StatIncreases crit chance by potency x 5%. Crits consume 1 count and deal +20% damage.
heart_broken RuptureHit Bonus DamageInflicts extra damage on hit equal to the status potency. Decays 1 count per hit.
vibration TremorStagger Gauge DrainDrains count on hit to reduce the target's Stagger threshold by its potency.

Target Meters​

MeterVisual IndicatorBaseline Behavior & Maximum Effects
favorite HealthRed BarRepresents vital status. Reaching 0 defeats/kills the combatant.
dangerous StaggerWhite Shield BarShielding boundary. Reaching 0 stuns the target for 1 round; resets next turn.
handshake MercyBlue Harmony BarBehavioral alignment. Higher values reduce enemy attack power and allow sparing/capturing.