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projectile-based deckbuilding videogame

a game pitch by ashley wrenn

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the concept

singleplayer (non turn based) semi-open world roguelike deckbuilding videogame !

that’s a lot of words

  • singleplayer runs
  • 2d art style
  • procedurally generated biomes
  • real time combat

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real-time in world combat

  • player has a hand of cards readily available to them while walking through the open world
  • there is no separate battle scene- combat with enemies happens in the world in real time, like in Minecraft or Legend of Zelda BOTW
  • cards can be used in two ways
    • cards have written text that can have an immediate or lasting effect on the world, for example “summon 3 snakes” or “ocean enemies get -5 attack”
    • each card ALSO has a projectile effect that is triggered if the card is thrown at an enemy, for example lighting an enemy on fire or rooting an enemy in place
  • enemies attack in real time so the player needs to continuously be playing/throwing cards

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deckbuilding

  • gain cards through exploration/combat
  • different cards are available in different biomes, you can stay in areas to focus on certain types of cards
  • your deck can *and should* be changed freely at rest sites to adapt to your current strategy, certain cards will be better for certain areas

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scope

  • 3-4 small biomes
    • different biomes have different types of enemies and allow the player to find different types of cards
  • procedurally generated
    • biomes spawn off of each other and bleed into each other
  • reasonably sized game map (~15 connected screens, depends on scope)
  • stronger enemies/bosses can be summoned in certain locations
  • ~50 cards (or 8-10 per biome and a 20 card ‘base set’)

(examples of biome generation from Minecraft and RotMG)

screen size

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game loop

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artstyle

i haven’t decided on an aesthetic i want for the game yet and would be open to exploring that with any artists interested! i thought it might be cool if the cards had like a bright and colorful street art/marker type style to them like they were physically drawn onto the card but each biome could also have its own artstyle *cough* SPIDERVERSE *cough*

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needed roles

  • programmers
  • 2d artists (primarily character/enemy artists and animators)
  • mechanics/system designers
  • another producer
  • sound designers and musicians
  • writers

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thanks for watching :)

if you have any interest in joining the team or want to hear more about the idea, feel free to dm me @pinkpi on discord !

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hi :)

my name is ashley (they/she)

  • producer
  • designer
  • artist

card game experience

  • worked as a card designer on

magic: the gathering

  • i literally only think about card games

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BONUS: random card game ideas :)

  • item cards are physical objects on the map (like a lantern or a plant) and can be picked up to be added to the deck or placed down from the deck
  • cards can have lasting effects on the map or duration based effects
  • cards can have uses in combat or outside of combat

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projectile-based deckbuilding videogame

  • singleplayer semi-open world roguelike deckbuilding videogame, with real time combat where cards can be used either for their written effect or as projectiles
  • procedurally generated open world (~15 connected screens, depends on scope)
  • PC game coded in either Unity or Godot depending on programmer preference
  • Some challenges could be the scope of the project, since procedural generation can be very complicated
  • Looking for all roles, primarily programmers (2-4)

if you have any interest in joining the team or want to hear more about the idea, feel free to dm me @pinkpi on discord!