Systems Doc

Summary

Players play as a frog mage who absorbs the ability of the enemy that it defeats. Roguelike branching progression, shows player what enemies will appear in the room so they can choose what abilities they want to use on their character for that room. Rooms can feature enemies, barters, areas of rest, and bosses. After each room, players can allocate a stat point into HP, ATK, DEF, SPD or LCK (Health Points, Attack, Defence, Speed, Luck)

Theme

Medieval fantasy, forest and castle settings, cute aesthetic, goofy animations and flavour text.

Gameplay Loop

Players start with 2 Abilities and Base Stats. In Combat rooms, players engage in turn based combat. If the player is victorious in Combat, they are able to choose an enemy from the battle to Consume. Once a room is cleared, players can allocate one stat point to a stat of their choosing. The player then chooses which path they want to take next. If it is a combat room, the player is shown the enemies' information before confirming, after this, they will be presented with the Ability Selection screen.

Consume

When an enemy is consumed, the player gains an ability from that enemy. (Each enemy type has 1 ability that can be obtained) If the player has already obtained the ability from an enemy, they can instead choose to Consume the enemy as healing.

Abilities

Ability Name Effect(s) Source
Bonk Deals low damage to targeted enemy Base Ability
Ward Blocks damage and grants immunity to negative effects Base Ability
Cleave Deals low damage to targeted enemy and adjacent enemies ?

Base Stats

The player starts the game with these base stats.

LVL 1
HP 15
ATK 4
DEF 3
SPD 4
LCK 1

Stat changes during combat are reverted after combat completes.

Stat Allocation

When a room is cleared, the player levels up and gains one* stat point. The player chooses which stat* to increase. After increasing a stat, the player gains one level.

*this value may be increased with upgrades or abilities

Combat