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Enemy Gimmicks #88

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17 of 20 tasks
db0 opened this issue Dec 20, 2021 · 11 comments
Open
17 of 20 tasks

Enemy Gimmicks #88

db0 opened this issue Dec 20, 2021 · 11 comments
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Game Content More stuff! More Curios. More Archetypes. More Upgrades

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@db0
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db0 commented Dec 20, 2021

Listing gimmicks for enemies here so i can check them out as I implement them

  • Starts with Courage and refreshes it every turn
  • Gains ability to add an easy temporary Perturbation to your deck whenever the dreamer plays a non-action card
  • Adds a special Perturbation into the dreamer's deck permanently
  • Becomes stronger the more turns the ordeal lasts
  • Becomes weaker the more turns the ordeal lasts
  • Adds a strong temporary Perturbation to the player's deck when they play an Understanding card
  • Two Enemy types together. One that buffs the Focus of the other. The other adds perplexity to the first.
  • Start with Focus. Every time the player does 10+ interpretation in one hit, loses 1 Focus
  • When enemy takes interpretatiom, adds an easy temporary Perturbation to the deck
  • Whenver the player forgets a card, they take anxiety
  • Enemy does a lot of straight anxiety, but if they take interpretation, they gain negative focus for that turn
  • Whenever the player plays an action, they take 1 interpretation
  • Reduces all debuffs applied to it by 1 per turn
  • Very Powerful but automatically intrpreted after 3 turns
  • 3 part group. Each enemy gains focus for each different type of card played
  • Enemy starts with 50 regeneration. They add temporary understanding in your deck which reduce their regen
  • Summons a minion each turn
  • Reduces card draw. Gives a Perturbation that adds anxiety to draw cards.
  • Two enemies together. One adds debuffs and group perplexity. The other adds anxiety. When the anxiety one dies first, the buffs one switches to strong anxiety intents
  • Has intents which do double or triple stress to confidence
@db0 db0 added the Game Content More stuff! More Curios. More Archetypes. More Upgrades label Dec 20, 2021
@DioBal
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DioBal commented Dec 20, 2021

  • Switches between a mode where it deals and takes double damage and one where it takes half damage, depending on either turns or when hit

@simply-peachy
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simply-peachy commented Jan 2, 2022

Surreality suggestions: I find this boss easy because debuffs on it don't get cleaned and it doesn't have enough tricks. To go with the "surreal" theme:

  • Add a limited or rate-limited ability to permanently swap out a random card from the deck with any random card. Would this be a detriment to the dreamer? At this point they'll have collected and upgraded a lot of cards, so I'd suggest they're more likely to suffer than benefit. But hey, surreality is chaotic.
  • Self-Cleaning would help it avoid being stacked too highly with debuffs.
  • Add an ability where it swaps all buffs and debuffs with the dreamer, except its special ability. Wanna stack it with 30 Doubt? Are you sure? Also thematically chaotic.
  • Split its Stress into more separate attacks is usually neutral or beneficial for the Torment; it weakens Confuse and Untouchable.
  • Adds a few random Perturbations at the start of the ordeal (thematic chaoticness), or give it the Three-Eyed Owl's ability, which is more effective for longer ordeals as it adds some pressure, to take risks, since it continually dilutes the deck.
  • Cancel Omega on x random cards/Memories/Curios.

@IceTyp
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IceTyp commented Jan 25, 2022

  • When hit, deals the same amount of damage back. Then, remove this buff.
    (Similar to Grudge but happens only once and depends on the taken damage.)

@db0 db0 pinned this issue Mar 12, 2022
@SkylarkHYP
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  • What about an enemy that causes no anxiety, but has a chance to scar any cards you may use against it. Confidence and untouchable could protect your cards from its scarring though.

@SkylarkHYP
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SkylarkHYP commented Apr 14, 2022

  • What about a bunch of mini enemies that multiply and then combine to be a stronger enemy. Like some bug monster, slime, or amalgam.

@SkylarkHYP
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SkylarkHYP commented Apr 14, 2022

  • An enemy that reappears and theives curios/cards from you, and you can get them back if you overcome it. Please don't add this to recurrence though, as that furry thang is already evil enough!!!

@SkylarkHYP
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SkylarkHYP commented Apr 14, 2022

  • An enemy that requires you to play a specific combo on it to reduce damage/deal more damage. Like playing an action, then a control, then an action.
    Or it could require you to do something, like gain >10 confidence, or deal <12 interpretation this turn.

@SkylarkHYP
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SkylarkHYP commented Apr 21, 2022

  • Abstract and "Locked"
    Here's an idea! Several enemies that are able to fade in-and-out of the encounter, they still retain their [health] and perplexity, they are immune to interpretation, AOE. and debuffs, but don't have any intentss. Also, this should only be for multiple torments, so there is always at least 1 torment on screen.

This is a continuity of the confusement park elite, as well as the subconcious marketplace

Abstract Mechanics:
Disappear: Immune to interpretation, debuff and buff stacks are frozen in time, has no intents. Will not disappear if there is no other torment.
Reappear: Reappears with same [health], and effects. Automatically reappears when it is the last torment.
Abstract X: This torment will fade in-and out of the encounter after X turns, and will reappear in X turns.
Scrutiny: set focus to a random amount between 0-10 after reappearing
Reatomized: When reappearing relax for 5
Vanish: Disappear in 1 turn, reappear in 1-3 turns
Frightening: Gain 10 perplexity when reappearing
No Spawn-kill: Gain 3 untouchable when reappearing.
Locked: A card that is locked is stuck inside a perturbation that needs to be releasd for it to be freed.

Example: Elite torment suggestion
Eyes in the dark: Every time they blinked, I prayed they would go away. I could see yellow eyes glaring at me in the dark. What have I done now? What did they want?
Act: 2 or 3
Description: Two sepearate and identical eyes that like to fade in and out of the encounter interchangeably. Has sppoky intents that will refresh the meta. They will "lock" your cards in dread, steal closure, make you doubt your plays, or disappear and do moderate damage, or give you "that look"!.
Starting effects: Abstract 2, scrutiny, inscrutable 5
Move pattern random 5!: (both eyes cannot close though)
Searing Leer: Deal 15 stress., if the dreamer plays an action card on this torment, apply 5 doubt
The dirty lock: Temporarily lock a card in your hand with dread. It is not played when dread is released.
Glowing Gaze: If an action card is not played this turn, burn 5 relaeased closure.
Always watching: If the dreamer plays an action card, apply 3 doubt to the dreamer
Eye roll: If this receives interpretation, disappear if possible, and gain
(I already have the art for it lol)

@SkylarkHYP
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SkylarkHYP commented Apr 22, 2022

  • Gains ability to add an easy temporary Perturbation to your deck whenever the dreamer plays a non-action card

The dark forest:

I remember fighting my way through a jungle grown from the aftermath of my own sweat and tears. I knew I had to act quickly before the overgrowth got out of hand.

Mechanics involved:
Fuse: Similar torments fuse to become more powerful
The problem at hand: Add 1 dread when you play a non-action card
Better not seen: Add 1 discombobulation when you play a control card, add 1 terror when you play a concentration
Bloom X: Does something terrible after X turns if not overcome.

Base torment: The screaming tree.
Summons: Root of problems, Strangling vine, Vice flower

Grows 2 root every turn: that ints. for 3 every turn and have 5 [health], as well as "the problem at hand" buff.
After 3 roots are in the encounter: merge all roots into a tangling vine which give the dreamer shaken, and deal 7 int. has 20 [health] and has "better not seen", tree also grows a vine very turn now.
After 3 vines in the encounter: merge all roots into a flower, which becomes a vice flower which has 75 [health] and bloom 3
Tree grows a vine and a root now. extra vines will not merge.
When flower bloomed: scar 3 random action cards.
When flower bloomed: Tree overcomes itself.
When overcome: enhance the last action card used on it.

@db0
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db0 commented Apr 26, 2022

@SkylarkHYP I like your ideas, but these are seriously hard to pull off! Try to also provide some ideas that reuse existing mechanics in interesting ways.

@IceTyp
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IceTyp commented Sep 9, 2022

  • whenever the player plays a control card, they get one disinterest
  • the next played card is scarred (player can skip turn to prevent this)
    • this punishes small consistent decks
    • could be from an elite torment that gets this effect every few turns
  • the player can play only a limited number of cards next turn
    • punishes decks that rely on card draw and cheap cards
  • whenever the player gains additional immersion, torment is buffed or dreamer is debuffed or gains damage
  • whenever the player shuffles their deck, they get a temporary perturbation
  • torment deals damage depending on number of plushies
  • whenever torment is damaged, a (weak) torment is summoned
    • summoned torment could be a random non-elite torment from the previous act
  • mesmerize: player is forced to play a random card at the start of their next turn (paying immersion)
  • player gets a perturbation into hand that must be played immediately
    • new keyword urgent: if in hand, only urgent cards can be played
    • perturbation: urgent, Choose a card in your hand and discard it.
  • each card in the player's hand costs 1 more next turn
    • could also affect all cards in deck
    • could instead only affect a random card in hand

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