Well, I know this may seem like nonsense at first, but let me try to explain as I go. This game is VERY pre-alpha, but good news; I’ve already got some interested parties in helping me design the art for the cards. So there’s that.

Also before starting, I don’t think it’s needed but minor spoilers possibly for the DemonTower mini game. I’m only really talking about the very first level.



Currently, what I’m looking at is trying to bring the mini-game called Demontower to a card based format, with the addition of making the game 1-4 players.

So the very first thing I did was play the first level of the mini-game about 20 or so times by quitting and starting over. (Could have been less, I honestly wasn’t counting.)



The things I noticed was this:



There is always a middle starting terrain the pale one starts on. The character only has three mechanics to them, which is; attacking, moving, health lose and heath regeneration. The 8 ‘edge terrain’, as I’m calling the floors surrounding the starting area, were mostly always random (with a few exceptions). The monsters were also randomized.

So, taking this information I first made the character cards. You could have possibly seen them already in a separate post I made yesterday.

They are the standard card size you’ll see in almost every tcg. So they’ll fit in any standard sleeve. Like these;

I only made 4 for the moment because I’m targeting a 1-4 player experience. Any more and I risk causing the game to be harder to balance later down the road.

However, making the ability to add another player down the road won’t be impossible, so we’ll see what happens near the end of this project.

For now lets talk about the character cards.

We see here that the characters each have 9 hearts on their cards. This is to mimic the nine health the Pale One has during the very first level. These hearts will serve as our health lose and regeneration mechanic.

There is a 1 beside a sword icon. This is to represent the attack of the character. When playing the mini-game, I noticed the Pale One had a ‘two-swift-strikes’ mechanic, then they would be tired for a split second. While it isn’t a 2 attack like the Pale One, it’ll serve as a stand in for now until I can start working on the monsters for the game.

Lastly but not least, we have a 1 beside a diamond icon. The Pale One in the mini-game doesn’t have a block feature, just a Dash>Move mechanic. You can dash away or to enemies depending on your play style. This icon here will represent that.

That’s enough gabbin for me tonight. I’ve been putting in a lot of thought into what I want out of this game and what I’ve come up with is my overall goal for the players.

This will be a game that can be fast, but fun. Simple, but memorable. I like to believe Night in the Woods was the same for me and I hope that I do the game and its creators justice with this fan made project.

Anyways, more to come in the very near future.

