Continuing our deep dives into the playable aethermon, we focus on is the Fire Aethermon Sparkitty. Overview: Sparkitty’s moveset heavily utilises a card discarding mechanic. Sparkitty uses fire moves that provide much more value than their XG cost would imply,...
We begin our series looking at the gameplay difference between each of the playable aethermon. Our focus is the Sky Aethermon Cervistral (Cervaero and Cervaura). Overview: Cervistral’s moveset is built entirely around its unique (f)lying mechanic. (F)lying moves...
From next week we’ll begin a series where we take a closer look at the unique mechanics and balance of each playable Aethermon. In order to better contextualise this upcoming series, we’ll first break down the differentiating properties of each Aethermon...
We follow last week’s post on Special Characters with details of currently implemented special characters. While we’re actively experimenting with 11 special characters, it is likely the final implementation of the game will only include 8 Special Characters...
We continue our discussion on balancing the options available to players on any given turn, this week we discuss Special Character Encounters. On their journey players will encounter NPC’s that aid players by creating unexpected opportunities and interrupt otherwise...
Last week we established that on a player’s turn a player should receive between 1-3 XG value. This week we’ll see how we balanced turns spent completing quests. Each quest will take 1 to 3 stages to complete – with each stage costing the player an entire...
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