Project Digital Girl
Core mechanic
Dropping gems and merging gems
Game mechanics
1 - Connect gems
2 - Gems drop and drop to the bottom
3 - turn order based on speed
4 - on the monster's turn able to connect gems of their related element (color)
5 - the four party members have element powers to use on their turn related to the color being used.
6 - Different levels have a different number of gem slots but no less than 4 rows and 4 height.
7 - All gem slots are filled once used for said move.
8 - Change out party members before the mission starts.
9 - The gem colors are random
10 - Each party member has a different ability.
11 - Element type chart for dealing 2x dmg that the target is weak to.
12 - the moves affects only apply if the gems of the same color are connected for that given move.
13 - Attack type (like in Pokémon where different moves have different types like Punching)
Element chart
Fire
Effective; Water, Dark
Ineffective; Grass, Ice
Water
Effective; Grass, Ice, Lightning
Ineffective; Fire, Earth
Earth
Effective; Water, grass
Ineffective; Wind, Fire
Immune; Lightning
Grass
Effective; Fire, Earth, Ice, Lightning, Dark
Ineffective; Water, Wind, Light
Wind
Effective; Lightning
Ineffective; Ice
Lightning
Effective; Earth
Ineffective; Water, Grass
Ice
Effective; Fire, Earth, Light
Ineffective; Lightning, Grass
Light
Effective; Dark, Water
Ineffective; Ice, Lightning
Dark
Effective; Light, Fire
Ineffective; Fire, Water
Metal
Effective; Fire, Water, Wind, Grass
Ineffective; Light, Dark, Ice, Earth
Immune; Lightning
Magic
Effective; Light, Dark
Ineffective; Earth
Abilities
Change color - change a gem color to one of the colors of the party member.
Punch it - powers up damage dealing moves
Purify - remove all debuff/ status affects.
Defender - As long as alive, will remove 5% of damage dealt to all party members.
Candle - burn status hit adds an additional +1 burn status to said target.
Poisoner - poisoned status hit adds an additional +1 poison status to said target.
Fire Starter - For every 6 connected red gems; the next damage dealing move will apply the burn status.
Moves;
Blind (Dark type) - cause the target the blind status
Punch (none) - deal 5 dmg for each connected gem.
Flash (Light type) - cause the target the blind status
Daze (Magic type) - cause the target to become
Ember (Fire type) - deal 10 dmg, for each connected gem. A 5% chance to burn, for every 3 connected gems add an additional +5% chance to burn.
Statuses
Each status can stack unless otherwise said and adding another status does make it stack up (no limit) and does cause the timer amount to reset.
1 - Blind - moves have a 25% chance to miss, last 3 rounds.
2 - Burn - deals physical fire damage that deals 10 dmg each round, last 3 rounds.
3 - Poison - deals 5% of the attackers HP in damage, last 3 rounds.
4 - Confused - A 15% chance to attack an ally, last 3 rounds.
5 - Frozen - Cause a target to freeze, last 3 rounds (unless hit by a fire type move).
6 - Manad - the next attack deals an additional +10% dmg to the manad target, last 3 rounds.
7 - Taunted - the target focuses down the one who taunted it, last 3 rounds.
8 - Drained - Last 3 rounds; the drained target deals -10% dmg.
9 - Necro - removes -10% of max HP, it last 3 rounds.
10 - Sleep - A 10% chance to wake up each turn, cannot do anything while asleep; last 3 rounds.
11 - Golden - Cause the golden target to drop gold = to half the dmg dealt to it + the number of stacked golden status, last 3 rounds.
12 - Acid - deal 2 dmg to the acid'd target; last 3 rounds.
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