Elemancer
This is a game I’ve been developing solo since late 2021. It is a combination of RPG and deckbuilder where you travel through different zones fighting monsters and upgrading your deck. You take the role of an apprentice mage looking to apply what you’ve learned and hone your elemental magic. Travel through an ever-changing region and learn from the land, focusing on one element or multiple.
Meet the Elements
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Aeromancy cares about how many cards are played and in what order. Depending on the sequence of abilities, Aeromancers can unleash devastating attacks.
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Geomancy focuses on the variety of Gems found on your abilities. Boost your damage by playing different Gem colors or multiple of the same.
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Electromancy thrives on powerful synergies. Build up your Chain to maximize your damage.
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Pyromancers set up with Firestarter abilities and play off the top of the deck. Firestarter abilities can also boost your damage output without being played in combat.
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Cryomancers can thrive with limited resources, and they impose those same restrictions on their opponents. Freeze your opponents in their tracks and disrupt their plans.
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Chronomancers like to cycle through cards in their hand and replay abilities already cast. Dig through time to pull tricks from the past or set up for plays in the future.
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Hydromancy cares about harmony between the Elements, making it great for support or as a secondary synergy. Diversity is the key to unlocking power.
And more remain to be seen!
Game mechanics and components
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Gems are crystallized essence of the land, and are used as currency (effectively). Cards will typically have a Gem color and can be discarded as a substitute for physical Gems in most cases.
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Temples allow you to acquire new cards by discarding cards with matching Gems, supplemented by Gems from your coffers. This is one of your main sources for upgraded cards.
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Shrines offer cards similar to Temples with the major difference that Shrines require a Tribute as part of the cost. This allows you to remove old cards from your deck and replace them with an upgraded ability.
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Cards with a “Channel” ability can be discarded during your turn for an extra effect. Many provide combat benefits, but some will force your opponent to discard, allow you to cycle through your deck, or even traverse the board quicker.
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The map is broken down into several zones, and those zones fall into one of three difficulty tiers. Each zone has associated Elements and Gems, and monsters in that zone fall into the same Elemental category.
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Fledgling mages fight monsters to advance their studies. Each zone has a number of generic monsters you can fight, but note that most monsters will resist the Elements of the zone in which they reside.
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Certain monsters provide greater rewards but come with a requisite increase in difficulty. These monsters reside in particular locations on the map. Each tier 3 zone has its own set of bosses, two for each of that zone’s Elements. Defeating these monsters rewards you with strong abilities that will augment your arsenal.
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Players have to meet criteria to progress in their overarching quest. Ultimately this is what triggers the final showdown between players.
As of Summer 2023, I’ve translated Elemancer into the digital playtesting platform Screentop.gg. Here are some introductory videos of what that looks like.
Intro to Elemancer
Setup in a fresh Screentop lobby