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Warning!

  • All images in this presentation were enhanced with ai (I don’t have the budget to hire an artist, and I can't draw.)

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Basics

  • Mobile (iOS, Android)
  • Multiplayer
  • Tower defense game (Kinda like Clash Royale but better)
  • All values used in this presentation (God and amulet stats) are just placeholder numbers
  • VOICE CHAT!!!

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Art style

  • The game is happening in post-apocalyptic ancient Greece with robots and tech
  • Everything made of clay (Img1)
  • Level of detail like Clash mini (Img2)
  • Characters inspired by Clash mini (Img3)

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Img1

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Img2

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Img3

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Core gameplay

  • 1v1 tower defense
  • Each player has one god which is kind of replacement for the Clash Royale king
  • The first person to kill their opponent’s god wins
  • Players use their cards which they could edit before the battle, and spells, with the objective of destroying the opponent’s ambrosia mines and killing their god
  • Cards can be edited in 2 ways – 1. Editing the basic stats (hp, dmg, attack speed, speed, range, count.) Each of these stats can be adjusted from level 1 to level 10 (Each stat increase increases the cost of the card; All basic stats are unlocked from the beginning for every player.); 2. Adding amulets. Amulets add special abilities to your cards – Anything from having shield to turning defeated enemies to pigs. (Amulets also increase the cost of the card.) This will lead to infinite possibilities of cards you can create. (With the amulets that are currently in the game there is 11 million possible cards you can make (And each new amulet adds 1 000 000 new card options – there will be a lot more amulets when the game is released). For comparison clash royale has 121 cards (11 000 000 > 121). This system allows you to create any card you want, like a skeleton with the damage of Sparky, or mini PEKKA that only attacks towers.
  • Each player also has two ambrosia mines (Img4) which each generate 1/6 of your ambrosia (ImgX1) (kind of like elixir in Clash Royale) and a god (Img5) who generates 4/6 of your ambrosia
  • If your ambrosia mine gets destroyed, your ambrosia generation is slowed down to 5/6. (If both get destroyed it is slowed down to 4/6.)
  • Destroying ambrosia mines doesn’t directly affect the outcome of the game. (The game only ends when one of the gods is killed.)
  • The game has two phases – Phase 1(Gather), Phase 2(RUSH!)

LEGEND

Ambrosia - Currency used in-battle to buy cards and spells

Ambrosia mines - Buildings that generate your ambrosia

Amulets – Unlockables that add your cards special abilities

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ImgX1

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Img4

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Img5

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Phase 1 - Gather

  • Timer 2 minutes to 0
  • Your and your opponent's god sit on their thrones using range attacks to help defend ambrosia mines and themselves
  • Defend your god and ambrosia mines using your cards and god’s spells
  • Destroy your opponent's god and ambrosia mines using your cards and god spells

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Phase 2 – RUSH!

  • Comes after 2 minutes, or when one of the thrones is destroyed
  • When it starts show text: RUSH! on screen (Img6)
  • Gods break out of their thrones and go towards each other for the final battle. They can walk over the air in the middle of the map so if they don’t see any troops in their sight range, they will walk straight in the middle (Img7), (Img8)

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Img6

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Img7

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Img8

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Game end

  • The game ends when one of the gods is killed
  • Winner gets their opponent's amulets (Img9)
  • Looser loses all the amulets he has used in the battle with the option to replace them for the currency (Img10)

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Img9

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Img10

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God

    • When you boot the game for the first time you will choose your god
    • You can switch it anytime on the deck page
    • In the Gather phase gods sit back on their thrones and defend themselves and ambrosia mines by shooting at enemy troops
    • Each throne has set amount of health and if destroyed before the RUSH! the god turns in the RUSH! phase and goes for the opponent's god
    • If god doesn’t have any enemy in its sight range, it tries to find the shortest path to the other god
    • While on the throne every god has a circular range of where he can shoot (Img11)
    • Every god has some sort of passive special ability for its shots
    • All gods can attack air and ground
    • Gods have 2 special abilities (God spells) (Img12)

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Img11

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Img12

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God spells

  • Each god has two spells that can be used for ambrosia – once tapped they will be automatically placed
  • After each use – on cooldown
  • Small spell – not as impactful, cheaper cost, shorter cooldown
  • Big spell – bigger impact, higher cost, longer cooldown

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Gods – Zeus (Img13)

  • HP: 40
  • RUSH! range (when the RUSH! phase starts): 5 tiles
  • Hit Speed: 1.8 sec
  • Damage: 6
  • Movement Speed: 1 tile/sec
  • Attack ability: every Zeus attack stuns enemies for 0.1 sec (hit enemy can’t hit nor move, forgets its current target)
  • Attack visual – Throws his lightning bolt (Img14)

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Img13

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Img14

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Zeus – God Spells (Lightning Bolt)

  • Cost: 25 ambrosia
  • Cooldown: 15 sec
  • Zeus throws his weapon at the nearest enemy the weapon chains to another enemy until it can’t chain anymore (there isn’t any enemy to hit within the radius)
  • Chain radius: 2 tiles – if the distance between the enemy it just hit, and the next enemy is shorter or equal to 2 it can chain if it is greater, it can’t. It can't chain to the same enemy twice
  • It always chains to the nearest enemy
  • Damage: 6 + 2*x (x = number of enemies the lightning bolt has hit)
  • While the Lightning bolt is being used Zeus can't attack
  • Lightning Bolt icon (Img15)

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Img15

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Zeus – God Spells (Bullet Storm)

  • Cost: 15 ambrosia
  • Cooldown: 10 sec
  • Zeus gains infinite range and switches his attacks to the enemy that is furthest from him
  • His attack speed is reduced by 70%
  • Duration: 3 sec
  • If the enemy whom he switched to is killed the Bullet storm ends immediately
  • Bullet Storm icon (Img16)

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Img16

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Gods – Hades (Img17)

  • HP: 30
  • RUSH! range (when the RUSH! phase starts): 7 tiles
  • Hit Speed: 1.5 sec
  • Damage: 3
  • Movement Speed: 1.5 tile/sec
  • Attack ability: Hades gets +1 damage for every 2 troops he kills
  • Attack visual – Shoots lasers from his wand

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Img17

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Hades – God Spells (Reborn)

  • Cost: x + 0,2*x ambrosia, x = the cost of your last troop that has died
  • Cooldown: 15 sec
  • Hole spawns at the place the troop has died, after five seconds the same new troop spawns at that place
  • Reborn icon (Img18)

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Img18

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Hades – God Spells (Ghost Town)

  • Cost: 15 ambrosia
  • Cooldown: 10 sec
  • Summons a ghost on an enemy troop with the most HP and deals - 10% HP every 3 sec (the 10% is always from the original HP, example: The troop has 30 HP so its -3 HP, after 3 sec – 3HP and after another 3 sec – 3 HP)
  • Duration: 6 sec (Hits 3x total)
  • Ghost Town icon (Img19)

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Img19

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Gods – Poseidon (Img20)

  • HP: 35
  • RUSH! range (when the RUSH! phase starts): 6 tiles
  • Hit Speed: 1.9 sec
  • Damage: 5
  • Movement Speed: 1.25 tile/sec
  • Attack ability: Poseidon’s attacks have area damage (radius 2)
  • Attack visual – Shoots water splashes from his trident

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Img20

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Poseidon – God Spells (Tsunami)

  • Cost: 25 ambrosia
  • Cooldown: 15 sec
  • Summons a tsunami that goes 7 tiles from where Poseidon is currently standing and it’s as wide as the whole arena. The tsunami pushes all enemy troops to its end while dealing 2 damage per second
  • Duration: 4 sec
  • Tsunami icon (Img21)

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Img21

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Poseidon – God Spells (Harpoon)

  • Cost: 15 ambrosia
  • Cooldown: 10 sec
  • Poseidon's next shot loses the area damage and pulls the enemy troop to Poseidon, the shot also stuns the enemy for 0,5 sec, and the enemy that has been pulled now receives 2x damage from Poseidon for 5 seconds
  • Harpoon icon (Img22)

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Img22

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ambrosia (Img23)

  • Currency used to buy cards and god spells while in-battle
  • You have two ambrosia mines which each generate ¼ of your ambrosia and your god who generates ½ of your ambrosia (if any of your ambrosia mines is destroyed you lose ¼ of your ambrosia generation)
  • With both ambrosia mines you generate one ambrosia every 0.28 sec (if you lose one ambrosia mine you generate one every 0.35 sec and if you lose both you generate one every 0.42 sec)
  • Stores up to 100 (maximum ambrosia you can have at once then it stops generating until you spend some)
  • Your ambrosia count is located above your cards and between god spells (Img24)

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Img23

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Img24

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ambrosia mines

  • Each player has 2 (Img25)
  • Every ambrosia mine has 25 HP

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Img25

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Cards

  • Troops you use during the game to attack/defend
  • Costs ambrosia to play them
  • Can be only placed on your side of the map
  • Each player has 8 cards in their deck
  • Their stats can be fully customized before the battle (Damage. HP, Movement Speed, Attack Speed, Range, Count) – Increasing these stats also increases the cost of the cards (Img26)
  • Every card can also receive a special ability using the card amulet which also increases the price (Img27)
  • Cards have their stats, amulet, and price displayed while in hand (Img28)
  • They also have their stats (except the count) and amulet displayed while on the battlefield (both players can see them) (Img29)
  • If a troop doesn’t have any target in its range or sight range, it walks to the nearest ambrosia mine or god until something enters its range or sight range
  • Even though there are no differences between each card gameplay-wise, every card has its unique visual (for distinction purposes)

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Img26

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Img27

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Img28

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Img29

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Card 1

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Card 2

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Card 3

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Card 4

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Card 5

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Card 6

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Card 7

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Card 8

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Card Customization - Basic

  • Basic stats you can change on your card (no need to unlock anything)
  • Every stat can be edited from 1 (weakest) to 10 (strongest)
  • Maximal card cost can be 100 ambrosia (no stat can be increased, and no amulet can be added if it’s going to surpass the cost of 100
  • The base cost for a card is 10 ambrosia (with all stats at level 1)
  • Card cost is always rounded to the nearest whole number
  • The total ambrosia cost of the card is at the bottom of the edit page (Img30)
  • Stat increase prices aren’t constant

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Img30

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Card Customization - Amulets

  • Every Card can have one amulet attached
  • Amulet gives the card a special ability
  • You can collect amulets from bundles, buy them from the player market, or win them from your opponent
  • You can only use one specific amulet in your deck
  • Amulets are infinitely stackable
  • If you win a game, you win all the amulets your opponent has used in that game and your opponent loses them (and vice versa)
  • If you lose a game, you will get an option to replace the amulets you lost (Img31)
  • Four amulet rarities: Common, Rare, Epic, Legendary (Oink)

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Img31

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Amulets – Common (Shield)

  • Adds 3 hp shield (if the troop with shield receives damage above the shield hp, the shield breaks but the damage doesn’t go through the shield
  • Cost: + 4 ambrosia
  • Shield icon (Img32)

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Img32

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Amulets – Common (Fall)

  • When placed card deals spawn damage and pushes all troops away to the end of the radius
  • Radius: 3
  • Damage: 5
  • Cost: +7 ambrosia
  • Fall from Heaven icon (Img33)

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Img33

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Amulets – Rare (Angel Wings)

  • Troop gets wing (can’t be attacked by cards with level 4 or lower range)
  • Cost: +7 ambrosia
  • Angel Wings icon (Img34)

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Img34

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Amulets – Rare (Baseball Bat)

  • Troops attacks deal pushback (1 tile in the direction the shot hit it) (Img68)
  • Cost: +5 ambrosia
  • Baseball Bat icon (Img35)

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Img35

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Amulets – Rare (Double Edge)

  • Troop can attack two targets at once, but doesn’t shoot one target with two shots
  • Cost: + 0,3x ambrosia, x = troops damage cost
  • Double Edge icon (Img36)

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Img36

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Amulets – Epic (Madman)

  • Troop with this amulet ignores all opponent’s troops and only targets the nearest ambrosia mine or god
  • Cost: + 4 ambrosia
  • Madman icon (Img37)

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Img37

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Amulets – Epic (Hyper Charge) (Oink Oink)

  • For every 2 seconds this troop doesn’t hit, it deals + 1 damage, after it hits it resets back to its original damage
  • Cost: + 7 ambrosia
  • Hyper Charge icon (Img38)

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Img38

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Amulets – Epic (Splash)

  • Troop Deals area damage with its attacks
  • Radius: 1,5
  • Cost: + 0,25x ambrosia, x = troops damage cost
  • Splash icon (Img39)

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Img39

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Amulets – Legendary (Chester)

  • All his stats are hidden (shows question marks instead of the numbers) from the opponent except for the health
  • Cost: +6 ambrosia
  • Chester Icon (Img40)

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Img40

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Amulets – Legendary (Preacher)

  • While troop with this amulet is on the map the god receives +2 damage
  • Cost: +5 ambrosia
  • Preacher icon (Img41)

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Img41

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Amulets – Legendary (Thorns)

  • The troop has a circle around it, any enemy within the circle who attacks this troop receives 2 damage back every time it hits it Cost: +5 ambrosia
  • Thorns icon (Img42)

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Img42

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WIP amulets

  • Cobain – Removes the cost of all basic stats except for damage and hp. When this card gets close to an enemy it explodes dealing area damage.
  • Mortar – Your troop is inside a mortar (stationary building), if your opponent doesn’t destroy the mortar in 15 seconds the troop is fired at the furthest enemy within its range
  • Tower – Your troop is placed inside a tower (stationary building). The tower has the same stats as the original troop, but it stays in one place, and its health decays slowly.
  • Nicolas - Your troop is placed inside a Cage (stationary building). The Cage stays in one place, it doesn’t attack and has 15 hp which decays slowly. After it’s destroyed, the original troop comes out of it.
  • Boo! – Your troop is invisible to all your opponents' troops, until it kills one troop.
  • See you in hell – When this troop dies, it explodes dealing area damage equivalent to 1/3 of the troops damage.
  • Berserker – Hit speed 50% faster, when this troops falls below 50% health hit speed 30% slower
  • Final blow – When health bellow 75% - damage + 1, when health bellow 50% - damage + 3, when health bellow 25% - damage + 5.

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Progression - Basics

  • No paid progression
  • Only one currency - Velos
  • Only type of progression in this game are amulets (Also skins but I don’t count them as progression)
  • You can obtain amulets in 3 ways: 1. Completing bounty – either from bundles or as a guaranteed reward, 2. Buying them from the player market for Velos, 3. Defeating your opponent and getting his amulets
  • You can also lose your amulets either by loosing them In a battle or through monthly reset

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Velos (Img43)

  • The only progression currency
  • Velos can be obtained through completing bounty, selling items on the player market or from Monthly reset
  • You can use them when shopping in the player market or to replace amulets you lost in the battle

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Img43

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Bounty (Img44)

  • Every time you complete a bounty you can choose between guaranteed rewards (Amulets, Velos) or random rewards in the form of bundles
  • Every win moves you 1 step closer to completing a bounty
  • Every time you complete a bounty it adds + 2 to the number of wins you need to complete the next bounty (Number of wins needed: 1st:0 (The first bounty of the day is free), 2nd:2 (0 + 2), 3rd: 4 (2 + 2), 4th: 6 (4 + 2), etc.)
  • Bounty resets to 0 wins needed every day

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Img44

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Bundles

  • The gambling option you can choose after completing bounty
  • Bundles contain random amulets and random amount of velos, each bundle can also contain a bundle of same or one level higher rarity
  • Four bundle rarities (common, rare, epic, legendary) (Oink, Oink, Oink)

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Common bundle

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Rare bundle

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Epic bundle

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Legendary bundle

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Player market (Img45)

  • You can sell or buy amulets or skin
  • Set up your own prices
  • You can search for specific items, set price filters, etc.

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Img45

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Monthly reset

  • Due to how easy it is to have your account maxed (Have all the amulets you might ever need) especially for good players, an artificial drain must be added – the Monthly reset
  • You will lose all of your amulets every month and receive Velos, Bundles and cosmetic compensations as a compensation
  • I know lot of people are gonna hate on this, but it is the only way to make this type of progression where players can unlock everything, they need for competing almost instantly (people would get bored if they didn’t have anything to unlock after a day of playing.) I know this is something Supercell would say, but I promise it will be super easy to get your amulets back after the monthly reset dd

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Cosmetics

  • Not full skins, more like clothing (Caps, t-shirts, pants, shoes, glasses, etc.)
  • Animations (Attack, death, victory, etc.)
  • Goal is to have cosmetic for everything
  • You can obtain cosmetics in 3 main ways: Arcade tickets, Player market, Monthly reset. You can also obtain them by finishing high in the competitive mode but that won’t happen so don’t worry about that
  • Skins will also have numbers based on order the player obtain them in. (If you get a skin which is already owned by 68 people, your skin will have the number #69)
  • Shiny skins will be rare variations of normal cosmetics with very low drop rate. Shiny skins will shine xdd
  • Normal skins will have small chance of becoming lucky when you buy them from another player. Lucky cosmetics will have golden particles around them.

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Arcade tickets (Img46)

  • Main source of cosmetic progression in this game
  • Every time you complete any tasks in game (win a battle, buy/sell in the player market, complete bounty, etc.) you get one arcade xp
  • For every 10 xp you get 1 arcade ticket
  • Use them to buy cosmetics or use them in the toy machine (Oink, Oink, Oink, Oink) (Img47) – Toy machine is the rng option for cosmetics
  • The more arcade tickets you use on one spin in the toy machine, the better the odds of getting something good

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Img46

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Img47

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Compet/Casual

  • Clear split
  • Unfair, and unbalanced features will be exclusive to casual mode
  • Before you can play either compet or casual you must progress on a map (Img48) and reach the end of it (Img49)
  • After you reach the end, you can choose to play either of the modes
  • You will receive Real medals (Img50) for winning in ranked which will help you progress Real ranks, and Chocolate medals (Img51) for winning in casual which will help you progress in the Baby ranks
  • The rewards for reaching both Real and Baby ranks will be exactly the same, except for the top 1k finisher in the compet whom will receive exclusive cosmetics for finishing this high
  • The casual mode will be used for testing new features and balance changes, to prevent broken shi in the compet
  • The casual mode will include selection of game modes (Draft, 7x ambrosia, etc.)

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Img48

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Img49

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Img50

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Img51

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Possible monetization models

  • Never any paid progression/gameplay
  • Vote in our discord server which monetization model you prefer: https://discord.gg/hzs6qAr8
  • 1. Player market – Players will be able to offer skins for real money on the player market, and when someone buys them, the game will take 5-10% cut
  • 2. Paid cosmetics – No locked cosmetics behind paywall, just a shortcut to get them
  • 3. Free trial, paid game – One-time purchase
  • 4. Adds for cosmetics – Players will have the option to watch couple of adds every day to receive cosmetic rewards

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The end

  • You really made it to the end huh?
  • Anyway, here’s a code: It’s the number of slides this presentation would have if there weren’t any image slides
  • I know it’s kinda long code, but you’ll figure it out dd
  • Also, wouldn’t recommend sharing codes online cuz there is a player market (The less people that have the skin the more valuable it is)
  • Btw I also don’t know why I made the design doc in PowerPoint