DEVELOPING ENEMY TYPES
I took some time off form touching this project, for a few weeks, but I am back! Over this past weekend I have a flurry of ideas come to me and went kinda ham in my designer making cool things.
NEW ENEMIES
Some of these will be bosses, other will be minions. I don't remember if I stated this before but the idea of the game is to battle 1 boss drawn at random and 3 minions to accompany it drawn at random. This way to the battle field will always feel different even if one or two enemies you have fought before show up. On top of that they will have cards that will be swapped out, keeping battles fresh!
BOSS CARDS
Boss attack cards will be much larger (poker size) and in turn will have room for much more complex attacks and details.
The top portion of these cards shows an icon which means to choose a target. If a target cannot be chosen than you go below to the next section in red, which will say to do something else. Then a boot icon tells you where to move the boss if a target is acquired. The "!" is a special icon that kinda just means anything goes here. It could be some flavor text, movement, or add keywords to the attack. the then the attack profile is below that. This shows how many dice to roll, results needed to be considered a hit, and how much damage each hit does. The bottom of these cards show attack patterns. The large black circle is the boss and surround it shows the areas that will be affected in some way by this card.
These cards could become fairly complex in what they do but completing one is pretty straight forward, just start at the top and read your way down. The fun part of these so far is dealing with what to do when a target is NOT acquired. I would rather a enemy do something rather than nothing on it's turn because that's kinda boring. So often times it will tell you to place a token on the enemies card. The start symbol on that card will tell you what to do with those tokens when a certain amount is on the card. Its like a build up meter of the enemies anger. This will make things fun as some enemies will want you to be very close to them, and if you end up to far they will building up this meter and eventually doing something nasty to you.
MINION CARDS
The minion cards are much smaller in size, 2in x 2in. This limits a lot of what can actual go on the card. This will keep minions that take their turn running smooth and snappy. This doesnt mean things won't get weird though. Each Minion will have it's own personality beyond a simple "move & attack" style. It's going to be really fun when you are surrounded by 4 minions and a boss and have to decide what direction to take to benefit you the most based off the knowledge you know of the enemies.
IT'S IN THEIR GENES
If all of this wasn't enough, there is even more to throw into the battle to mix things up. At the start of battle you will draw between 1-4 Gene cards. these cards give a little extra OOMF to the bosses. It might increase their HP, give them armor, bolster their minions, etc. I haven't explored all the avenues here yet but i think this will make for some really interesting battles for you to overcome. I forsee you creating your perfect players, with the ultimate gear setup, only to be faced with an enemy immune to your weapon element and has armor 1, which reduces your successful damage by 1. These things will force you to diversify your group a bit. Sure dealing heavy damage with 3 players is strong, but it really depends on what you are up against!