You are rock boy, set out on an adventure to save Grandma.

Move in the world using WASD or arrow keys.

Run into the blue creature to begin combat.

Battle controls:

  E: Ends current round

  C: Sends current play area towards enemy if it is valid

  Z: returns the last symbol in the set to the players hand

  Spacebar: returns all symbols from the play area back into your hand

  Clicking the symbol sack will show which symbols are left in the deck.

  Hover over symbols to learn about what they do.

  You can drag and drop symbols while holding left click or simply right click them.

Gameplay:

Once in battle, 7 symbols are drawn to your hand. 

Each symbol has a power. Things like, attacking, defending, power ups, drawing, etc. it's indicated which power they have on the bottom left of the symbol. The number next to it indicates the potency that power. Or how strong it is.

Along with power, each symbol has a cost. Your resource is time, and the amount is indicated by the top left number. (Although, in this prototype, the enemy attack timer is set incredibly high for testing purposes. It is mostly irrelevant at this stage)

At the end of the timer, or when you decide to end a round with E, the enemy will attack and the round will restart.

If you run out of cards to draw, the discard will be shuffled back into the deck.

After the enemy is defeated, you get the choice of 3 different symbols to add to your deck, as well as the option to pass.

In order to actually play a symbol set, the set in the play area must be valid. Which will be indicated by a star appearing. In order for a set to be valid, all the rules of the symbols must be followed.

Each symbol is unique and may have to be positioned in a specific way in order to played. Symbols often gain power through certain placements and positions

How symbols  work:

Keywords:

  Lonesome    :  Must be played alone            

  Ranger      :  Must be last                     

  Charger     :  Cannot be last                    

  Firestarter :  Must be first                     

  Follower    :  Cannot be first                   

  Shadower    : 2nd to last                       

  Groupie     : Inbetween two of the same             

  Buddy       : Not by itself                    

  Late        :  not in 1st set of round           

  AntiSelf    : Cannot be adjacent to same symbols 

  Unique      : Can only have 1 of this per set    

  Flanker     : Must be first or last

  Extrovert   : Can be played anywhere

  Combo       : Play 3 in a row to combine

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