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In short Heroes of M&M but without owning towns and resources collection. I would say it's RPG with a bit of strategy.
Rounds, score, victory condition (if any)? These highly influence what kind of game it is.
"The more mana points you use the better the chance of capturing a creature." - Pokemon Sorry, could not resist. But the consept is OK.
Add artifacts, these would fit here.
Something fells wrong to me with this design, do not know what... Maybe that you have armies and don't use them for anything (you just treat them like items in RPG)? I don't know...
It's an ongoing game, no rounds, no victory conditions.There're rankings, global and for each town separately.
Add artifacts, these would fit here.I've plans for items too. Not only items for players butalso upgrades for creatures.
Those icons I use come from the greatest TomeTik tiles libraryand are free to use.
QuoteIt's an ongoing game, no rounds, no victory conditions.There're rankings, global and for each town separately. I wonder why so many new games are like this. Rounds/eras/ages give immense game design advantages...
Pokemon + HoMM sounds good. How far you plan to go with economy part (mines, resources, towns)?
I think that I can use a finalobjective - something like "capture a legendary phoenix" - as an ultimate quest thatends current round. And the one who capture it is the winner.
Quote from: Chris on January 09, 2010, 05:24:07 AMQuoteIt's an ongoing game, no rounds, no victory conditions.There're rankings, global and for each town separately. I wonder why so many new games are like this. Rounds/eras/ages give immense game design advantages...You made me think for about two weeks with this little sentence. I'm not sure exactlywhat advantages do you refer to but I can imagine a few. I think that I can use a finalobjective - something like "capture a legendary phoenix" - as an ultimate quest thatends current round. And the one who capture it is the winner.Could you elaborate on this point a little bit more?