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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