Game Design Document
Design logs, mechanics descriptions, and gameplay systems.
Game Loop
| Phase | Location / Context | Key Mechanics & Activities |
|---|---|---|
| location_city 1. Pre-Dungeon | Big City | Draft 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. Dungeon | Procedural Map | Traverse map nodes representing a floor (5 floors total) to locate the portal and advance, managing paths and node choices dynamically. |
| swords 3. Combat | Battle Field | Pick 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-Dungeon | Run Resolution | Wipe 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 Type | Description |
|---|---|
| flash_on Normal Combat | Standard battle against a regular group of regional monsters. |
| whatshot Super Combat | Elite battle against tougher, randomized enemy compositions. |
| redeem Treasure Node | Find loot, items, or modifiers that can shift run synergy. |
| storefront Utility Node | Visit the shopkeeper or rest/heal at the Tavern. |
| military_tech Boss Node | Defeat the floor boss to unlock progression to the next floor. |
| explore Event Node | Text-based events or choices with variable outcomes like weather for example. |
Combat System
| Combat Stage | Objective | Layout & Gameplay Mechanics |
|---|---|---|
| ads_click 1. Strategy Selection | Input party commands | Party stands on the left, enemies on the right. Commands are selected via the bottom command panel. |
| videogame_asset 2. Dodging Phase | Survive bullet-hell waves | Once 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
| Command | Usage & Costs | Mechanics & Effects |
|---|---|---|
| sports_kabaddi Fight | Weapon & 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 Defend | Evade, 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 Items | Utility Consumables (No TP Cost) | Consumes inventory items to heal HP/TP or apply temporary stats/synergy buffs or activate special events. |
| auto_awesome Action | Tactical Contextual Skills | Context-dependent actions to inspect enemy stats, weaken their staggering threshold, or attempt to capture monsters. |
Status Synergies
| Synergy | Damage/Effect Type | Mechanics & Decay Behavior |
|---|---|---|
| Bleed | Potency Damage | Deals damage whenever the target performs any action. Decays 1 count per action. |
| Burn | Potency Damage | Deals damage at the end of the target's turn. Decays 1 count per turn. |
| Charge | Damage Multiplier | Self-stacking damage multiplier. Fully consumed on the next skill execution. |
| Sinking | Mercy Meter Boost | Drains 1 count on hit to increase the target's Mercy Meter by the current potency. |
| Poise | Crit Chance Stat | Increases crit chance by potency x 5%. Crits consume 1 count and deal +20% damage. |
| Rupture | Hit Bonus Damage | Inflicts extra damage on hit equal to the status potency. Decays 1 count per hit. |
| Tremor | Stagger Gauge Drain | Drains count on hit to reduce the target's Stagger threshold by its potency. |
Target Meters
| Meter | Visual Indicator | Baseline Behavior & Maximum Effects |
|---|---|---|
| favorite Health | Red Bar | Represents vital status. Reaching 0 defeats/kills the combatant. |
| dangerous Stagger | White Shield Bar | Shielding boundary. Reaching 0 stuns the target for 1 round; resets next turn. |
| handshake Mercy | Blue Harmony Bar | Behavioral alignment. Higher values reduce enemy attack power and allow sparing/capturing. |