A downloadable game

Developer’s Notes

“Denver 27” is a work in progress, and is currently not playable. A physical, paper prototype of the concept below is planned for next week and the following week.


Concept Elements


1. Players

“Denver 27” is designed to be a single player experience. The Player shall command a team of up to 4 characters, or Units.

2. Playspace

Play shall happen on a hex-grid battlefield. I have drafted 3 sizes:

  • Small; 7 tiles
  • Medium; 13 tiles
  • Large; 19 tiles

Only one size will make it into the final game. Medium is the likely candidate, but it is subject to change.

3. Goals

In each battle, the Player must lead their team to victory by defeating all other parties on the battlefield. A unit is defeated when their Health (HP) reaches 0.

4. Objects

The Player has access to various resources to achieve their goal each battle. The opponents will have access to some of these resources as well.

Stats (Unit)

  • Health (HP); The total amount of damage a unit can sustain before falling in battle.
  • Mana (MP); The total amount of energy a unit can spend to use special abilities.
  • Strength (STR); The unit's physical power.
  • Defense (DEF); The unit's durability against physical power.
  • Magic (MAG); The unit's magical power.
  • Resistance (RES); The unit's durability against magical power.
  • Speed (SPE); The unit's agility. Faster units will move earlier and more often.
  • Precision (PRC); The unit's accuracy for targeting attacks & abilities.
  • Finesse (FIN); The unit's evasiveness to incoming attacks & abilities.
  • Luck (LCK); The unit's affinity for chance. Higher Luck increases the likelihood for events like critical hits.

Equipment Slots (Unit)

  • Main Hand
  • Off Hand
  • Head
  • Body
  • Arms
  • Legs
  • Accessory

Inventory

The Player's team has an inventory of consumable items they can use in battle. Items shall have effects including (but not limited to) HP and/or MP recovery, stat boosts and/or hindrances, and battlefield manipulation. Opponents will also have access to their own limited inventory.

Unit Classes (Player only)

The Player will be able to equip classes to their team’s units. A Class can afford a unit two resources to give their team an advantage(s) in battle:
  • Special Abilities; the unit can use these in battle, so long as they have the Class equipped
  • Passive Skills; the Player equips these to the units that can learn them outside of battle. Skills affect the Unit for the entirety of battle, so long as they are equipped.

Damage Types

Every ability that deals damage to another unit has one or more Damage Type(s). None of the Damage Types are exclusive to physical nor magical damage. There are currently 8 Damage Types:
  • Blunt
  • Slash
  • Pierce
  • Blast
  • Water
  • Earth
  • Wind
  • Fire

5. Actions

For each unit on their team, the Player can take any of the following actions:
  • Attack an opposing unit with a basic attack. This can be physical or magical, depending on the unit’s class.
  • Defend self. This halves all incoming damage to the unit until their next turn. The unit will also take their next turn sooner than usual.
  • Move to an adjacent tile.
  • Cast an Ability.
  • Use an Item. Items can be used once before they are deleted from the Player’s inventory.

6. Rules

  1. All units take turns performing Actions, starting with the fastest (SPE) unit.
  2. Each unit may perform 1 Action on their turn. If a unit moves to another tile as their action, they may take an additional Action that turn (except moving).
  3. Up to 4 units can be on the same tile.
  4. Units on the same tile receive the same effects from abilities, become the targets of the same incoming attacks, etc.
  5. Units on the same tile must be on the same team.
  6. A unit may only use an item to target a unit(s) on their own tile or an adjacent tile.
  7. If there are at least 2 units on the same tile, they all gain a durability (DEF + RES) boost while they are together.
  8. A unit may be weak or tolerant against 1 or more Damage Types.

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