Symbol Game
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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