My main contribution
Combat design :
-
Card abilities
-
Enemy design
-
Balancing
System Design
-
Turn-based system
-
Ressource system
-
Deck-building system
Level Design
-
Combat situations
-
Learning curve
-
Progressive difficulty
If you're willing to learn more
Throughout the whole design process, from the creation of basics to the finishing stage I used a paper prototype and then a coded prototype on Unreal Engine 4 to test combat situations permanently. It allowed me to quickly iterate on the rules of the game and balance cards and enemies.
-
mana gains and spending
-
card drawing flow
-
deck-building rules and limitations
-
turn system phases and flow
-
enemies' behavior and abilities
Completing this work, I designed combat situations to highlight enemies' abilities and allow players to use different cards to win the fight.
-
Identified situations that put the player in a difficult state.
-
Analyzed how players can resolve those situations to guarantee a solution
-
Checked if those situations could be resolved with different sets of cards.
-
Ranked different situations by difficulty/complexity to build coherent difficulty curves that would maintain players' flow.
