Weekly Update #8 - Earthbound


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-Recast - casts the spell a second time (effectively doing double damage) ^

Notice how the second time “Fracture” is cast, it shoots twice


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-Redeck - returns the spell to the bottom of the deck ^
The spell can be used over and over again since it is triggering Earthbound every time

Restore Mana - restores mana
Frost - applies the frost effect (applies frost on target, deal 10dmg for each frost on target) 
Explode - hit surrounding tiles
More spell effects to come later!

Above^ are the spell effects that can get triggered by Earthbound:

Earthbound - If the last spell cast was also “Earthbound,” do an effect.

This one was inspired by the Lifebound “Unite” mechanic from the board game Ascension. Example.

If the player casts an Earthbound spell and the previously cast spell was also an Earthbound spell, a predefined bonus effect would trigger. This means that if an Earthbound spell is the first spell you cast, obviously you would not be able to trigger it’s effect. However, if your deck is filled with Earthbound cards, and you time them correctly, you can activate a lot of their bonus effects. A little visual effect pops up if you manage to trigger Earthbound.

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-Example of an Earthbound card that restores 2 mana when triggered^

Another mechanic I’m working on:

Assassinate - If this spell kills an enemy, do an effect.

This can trigger any of the effects above. The recast effect can lead to a fun loop if the spell kills an enemy, then kills another enemy on the recast, then another. I will try to show examples of this and other mechanics in future posts.

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Retro:

Instead of just moving these posts over, I thought I'd add a little something by looking back and seeing what came of these updates. What went right, what went wrong? What could I have done better. So without further ado:

Earthbound is a mechanic that is almost useless with it on just one card, unlike many of the other mechanics in the game. This is because you need to cast Earthbound cards in direct succession. The more you have, the easier it is to trigger. However, the game doesn't have any discard mechanics to assist chaining Earthbound cards. So using spells to assist them would not work. 

This led to some artifacts being designed to synergize:

1. All cards are now Earthbound - Earthbound would always trigger, a bit strong but could be balanced with a downside added to it, like slower mana regen

2. Earthbound effects have a chance to trigger twice - this results in the rare triggers being a bit more powerful

3. Restore 1 mana when Earthbound is triggered - this rewards chaining Earthbound even more and having the rest of the deck flow a bit more smoothly with it

4. Earthbound lasts for 1 non-Earthbound spell -  this makes chaining a bit less of a chore while still having players pay attention to when Earthbound cards are near each other. This might end up being the default, but there should still be a benefit to chaining in succession

Thank you for reading!

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