Manticore
Basic elements
Manticore is a card game that unfolds on a grid-based playing field. Within its mechanics, players interact with three distinct card types: Heroes, Minions, and Spells. The overarching objective of the game varies depending on the level rules, for example to either vanquish all adversary Heroes or eliminate their Minions as well to secure victory.
Spell Caster Cards
Some character cards possess the ability to acquire and employ spell cards. Spell casters are endowed with mana, which rejuvenates with each passing round. By traversing over a spell card, its nature is unveiled and it can be collected for future use.
Additionally, positioning oneself next to a deck of cards grants the opportunity to acquire additional cards each turn. However, caution is advised. If the deck is neutral, it is susceptible to being accessed by any spell-collecting adversary as well. Will you eliminate the deck or try to secure the deck for yourself?
Higher tiers bring complexity, not necessarily more power
Cards have levels (1-10) and tiers (1-3). Enhanced tier cards wield inherent effects or abilities right from the start. Consider Tier 2 card: the bullfinch, for instance. Devoid of attack power or health, it carries the ominous message of doom. A minion inflicted by Doom faces certain destruction within two turns, regardless of its health or protective measures. Notably, the doom effect does not extend to heroes, rendering it both an immensely powerful and fragile card at the same time. While it succumbs easily to a variety of spells or even the feeblest minion card, failing to do so might spell the demise of your most formidable minions. The aim of this design is that at Tier 1 the game is quite simple but gets more complex and difficult as tiers increase.
Breathing life into levels
Grid tiles can have conveyor belts and teleportation devices. Conveyor belts move cards with each world turn, while teleport systems move cards around based on the tile colour system. Powerful elements to craft engaging puzzles, captivating levels, and thrilling challenges. Like dividing the map with an endless array of neutral dynamite sticks. They're simple to dispose of, as they detonate in a chain reaction. However, there's a ticking clock until the next wave of dynamite cascades onto your cards.
Merge and Match-3 Mechanics
Integrates both Match-3 and Merge mechanics through the utilization of Merge spell cards. This feature allows players to combine spell cards, transforming them into minions, or merge existing minions to elevate them to higher-tier counterparts.
Simultaneous Co-op Turns.
Teammates can synchronize their turns, allowing for simultaneous game-play within the same team. There's no need to wait for individual turns when playing same team; instead, you can execute your moves concurrently. This real-time coordination also enables you to observe and anticipate the strategic decisions of your teammates as they contemplate their next moves.
The Story-less Story
The narrative unfolds through glimpses of the past, capturing moments like snapshots in time. Absent are traditional characters; instead, the tale is woven through ambient sounds and unfolding events. It's as if the echoes of bygone spirits are engaged in a subtle game. Though a story exists, it remains veiled in ambiguity, devoid of explicit explanations—an enigmatic narrative. To unearth the story, one must actively seek it out; otherwise, simply enjoy the game, allowing the narrative to quietly unfurl in the background, with no forced imposition.
UI-less UI
With some innovative thinking, all the cards were removed from from the HUD UI. It's even possible to disable the entire HUD UI and still play the game with ease. All you need to do is conclude turns using the keyboard instead of the UI button. The camera automatically adjusts its zoom to ensure the correct view for whatever action you're performing. This functionality can be customized and disabled according to your preferences.
All design choices were made with customization in mind.
While typically heroes are spell-casters, this isn't always the case. The same system can be utilized to craft abilities for minions. Let's consider the example of a cannon minion:
It possesses the Spell which shoots exploding cannonballs.
Unlike heroes, it cannot acquire new spells, but it has an infinite supply of cannonballs.Each cannonball shot requires 6 mana.
The cannon receives 3 mana per round.Consequently, the cannon can only shoot every other round. This illustrates the immense power of the game's customization aspect.
To underscore this system's potency further, consider that the cannonball inflicts the 'Explosion' effect. This same effect could be assigned for a character, triggering upon their death, creating a kamikaze character. For example the Dynamite card uses this type of behavior.
Alternatively, imagine a fire elemental assigned with an effect set to explode at the end of each round and add another effect that gives immunity to its own explosion damage. A very troublesome opponent that needs to be taken out from far away and/or really fast.
You could even design an explosion that not only causes damage but also inflicts the 'Explosion' effect itself, creating a cascading chain reaction until all affected entities perish.
The potential for infinite recursion can be mitigated by marking that the effect does not reapply to those already afflicted. For example, consider the ability ‘Pandemic', which inflicts itself to nearby characters and deals 1 point of damage. If the target is already afflicted, the disease is not re-applied. Thus, this ability can slowly decimate an entire team if unable to separate or have negligible impact, all depending on their positioning.
Maybe they separate well and you push them back next to each other to keep the disease spreading?
How about rig the tiles with traps? The traps can inflict any effect you have previously created, like Explosion or Pandemic.
This system is brimming with fascinating scenarios, abilities, and situations, merely scratching the surface of its potential. I'm eagerly anticipating the creative cards and levels the modding community will undoubtedly craft using this system.
Here in very short is some food for thought for anyone interested in making content:
Activation conditions:
OnEffectSpawn, OnTurnStart, OnDeath, OnUnitSpawn, OnTurnEnd, OnSpellCastStart, OnSpellCastEnd, OnUnitMoveStart, OnUnitMoveEnd, OnDamage, OnHealed, OnWorldTurnStart, OnWorldTurnEnd, OnLevelStart, OnLevelEnd, OnDisengage, OnAttack, OnDefend, OnCombat, Never
Effect types:
Changes, TemporaryStatChange, SpawnBadges, Immunity, Shield, Opportunist, SuperOpportunist, Taunt, SuperTaunt, Charming, Doom, Teleport, PersonalTeleporter, Panic, Merge, SpellCollector, Swapper, SpellDestroyer, Evasion, Fly, Jump, SpellDealer, DeckDealer, InflictEffect, MovingInflictor, PickUp,
LifeStealer, Move, SuperMove, Knockback, SuperKnockback, Pull, Charm, Invisibility, SuperInvisibility, Backstab, Sanctuary, SuperSanctuary, Strangle, Trap, Sturdy
Area Types
Self, Distance, DirectionalDistance, AngularAndDirectionalDistance, AngularDistance, Specific, Linked, LinkedBadges, LinkedTiles,
Phoenix Resurrection Effect:
"Changes", Add health 10, "OnDeath", "Self", ActivationTimes = 1
Blind Spell for 2 turns:
"TemporaryStatChange", Attack set to 0, "OnTurnEnd", "Self", ActivationTimes = 2
Healing Aura Effect:
"Changes", "Add health 1, "OnTurnStart", "Distance of 1 target friendlies only", ActivationTimes = Infinite
Each part of Vfx and Sfx are open to swap as well. Even multiple alternative sounds for same action is supported. Here is a brief list of card sounds.
AttackSound, AttackImpactSound, MoveSound, DyingSound, SpawnSound, SpellCastingSound, SpellCastingEffect
So what is Manticore?
The card suits represent the forces of nature as well as good and evil (Water, Fire, Light, Dark, Earth, Lightning, Life, Death). The Manticore suit is the Joker combining all others. While regular merge spells combine similar cards, the Manticore merge combines only different cards to create monstrosities. Manticore spells can single highhandedly turn the tide of the game, so as in Poker, you might want to consider taking the Manticore suit out of the deck. But its up to you.
From the Developer
All the scenarios mentioned above, and countless others that I could articulate, are achievable through simple JSON data editing. No coding is required whatsoever, and I am committed to making all resources openly accessible with comprehensive documentation. This approach effectively precludes the feasibility of developing paid DLC, as users have the power to craft content that surpasses what I could create, and I fully endorse this democratization of creativity. I firmly believe that this philosophy fosters a superior product, which will ultimately yield returns. As a solo developer, harnessing the support of a vibrant community will be essential in realizing the full potential of this game.
As the product evolves and gains maturity, I may explore the possibility of developing Android and iOS versions of the game.
Another principle I strive to uphold is ensuring that both starting and quitting the game are effortless. Should you find yourself pressed for time or eager to attend to other matters, simply exit the game. Upon restarting, you'll seamlessly resume exactly where you left off—no need to complete the match or hunt for checkpoints. Gone are the prolonged waits endured while repeatedly viewing developer credits; any startup logos will only linger for as long as necessary for loading, not a moment longer.
Manticore is a card game that unfolds on a grid-based playing field. Within its mechanics, players interact with three distinct card types: Heroes, Minions, and Spells. The overarching objective of the game varies depending on the level rules, for example to either vanquish all adversary Heroes or eliminate their Minions as well to secure victory.
Spell Caster Cards
Some character cards possess the ability to acquire and employ spell cards. Spell casters are endowed with mana, which rejuvenates with each passing round. By traversing over a spell card, its nature is unveiled and it can be collected for future use.
Additionally, positioning oneself next to a deck of cards grants the opportunity to acquire additional cards each turn. However, caution is advised. If the deck is neutral, it is susceptible to being accessed by any spell-collecting adversary as well. Will you eliminate the deck or try to secure the deck for yourself?
Higher tiers bring complexity, not necessarily more power
Cards have levels (1-10) and tiers (1-3). Enhanced tier cards wield inherent effects or abilities right from the start. Consider Tier 2 card: the bullfinch, for instance. Devoid of attack power or health, it carries the ominous message of doom. A minion inflicted by Doom faces certain destruction within two turns, regardless of its health or protective measures. Notably, the doom effect does not extend to heroes, rendering it both an immensely powerful and fragile card at the same time. While it succumbs easily to a variety of spells or even the feeblest minion card, failing to do so might spell the demise of your most formidable minions. The aim of this design is that at Tier 1 the game is quite simple but gets more complex and difficult as tiers increase.
Breathing life into levels
Grid tiles can have conveyor belts and teleportation devices. Conveyor belts move cards with each world turn, while teleport systems move cards around based on the tile colour system. Powerful elements to craft engaging puzzles, captivating levels, and thrilling challenges. Like dividing the map with an endless array of neutral dynamite sticks. They're simple to dispose of, as they detonate in a chain reaction. However, there's a ticking clock until the next wave of dynamite cascades onto your cards.
Merge and Match-3 Mechanics
Integrates both Match-3 and Merge mechanics through the utilization of Merge spell cards. This feature allows players to combine spell cards, transforming them into minions, or merge existing minions to elevate them to higher-tier counterparts.
Simultaneous Co-op Turns.
Teammates can synchronize their turns, allowing for simultaneous game-play within the same team. There's no need to wait for individual turns when playing same team; instead, you can execute your moves concurrently. This real-time coordination also enables you to observe and anticipate the strategic decisions of your teammates as they contemplate their next moves.
The Story-less Story
The narrative unfolds through glimpses of the past, capturing moments like snapshots in time. Absent are traditional characters; instead, the tale is woven through ambient sounds and unfolding events. It's as if the echoes of bygone spirits are engaged in a subtle game. Though a story exists, it remains veiled in ambiguity, devoid of explicit explanations—an enigmatic narrative. To unearth the story, one must actively seek it out; otherwise, simply enjoy the game, allowing the narrative to quietly unfurl in the background, with no forced imposition.
UI-less UI
With some innovative thinking, all the cards were removed from from the HUD UI. It's even possible to disable the entire HUD UI and still play the game with ease. All you need to do is conclude turns using the keyboard instead of the UI button. The camera automatically adjusts its zoom to ensure the correct view for whatever action you're performing. This functionality can be customized and disabled according to your preferences.
All design choices were made with customization in mind.
While typically heroes are spell-casters, this isn't always the case. The same system can be utilized to craft abilities for minions. Let's consider the example of a cannon minion:
It possesses the Spell which shoots exploding cannonballs.
Unlike heroes, it cannot acquire new spells, but it has an infinite supply of cannonballs.Each cannonball shot requires 6 mana.
The cannon receives 3 mana per round.Consequently, the cannon can only shoot every other round. This illustrates the immense power of the game's customization aspect.
To underscore this system's potency further, consider that the cannonball inflicts the 'Explosion' effect. This same effect could be assigned for a character, triggering upon their death, creating a kamikaze character. For example the Dynamite card uses this type of behavior.
Alternatively, imagine a fire elemental assigned with an effect set to explode at the end of each round and add another effect that gives immunity to its own explosion damage. A very troublesome opponent that needs to be taken out from far away and/or really fast.
You could even design an explosion that not only causes damage but also inflicts the 'Explosion' effect itself, creating a cascading chain reaction until all affected entities perish.
The potential for infinite recursion can be mitigated by marking that the effect does not reapply to those already afflicted. For example, consider the ability ‘Pandemic', which inflicts itself to nearby characters and deals 1 point of damage. If the target is already afflicted, the disease is not re-applied. Thus, this ability can slowly decimate an entire team if unable to separate or have negligible impact, all depending on their positioning.
Maybe they separate well and you push them back next to each other to keep the disease spreading?
How about rig the tiles with traps? The traps can inflict any effect you have previously created, like Explosion or Pandemic.
This system is brimming with fascinating scenarios, abilities, and situations, merely scratching the surface of its potential. I'm eagerly anticipating the creative cards and levels the modding community will undoubtedly craft using this system.
Here in very short is some food for thought for anyone interested in making content:
Activation conditions:
OnEffectSpawn, OnTurnStart, OnDeath, OnUnitSpawn, OnTurnEnd, OnSpellCastStart, OnSpellCastEnd, OnUnitMoveStart, OnUnitMoveEnd, OnDamage, OnHealed, OnWorldTurnStart, OnWorldTurnEnd, OnLevelStart, OnLevelEnd, OnDisengage, OnAttack, OnDefend, OnCombat, Never
Effect types:
Changes, TemporaryStatChange, SpawnBadges, Immunity, Shield, Opportunist, SuperOpportunist, Taunt, SuperTaunt, Charming, Doom, Teleport, PersonalTeleporter, Panic, Merge, SpellCollector, Swapper, SpellDestroyer, Evasion, Fly, Jump, SpellDealer, DeckDealer, InflictEffect, MovingInflictor, PickUp,
LifeStealer, Move, SuperMove, Knockback, SuperKnockback, Pull, Charm, Invisibility, SuperInvisibility, Backstab, Sanctuary, SuperSanctuary, Strangle, Trap, Sturdy
Area Types
Self, Distance, DirectionalDistance, AngularAndDirectionalDistance, AngularDistance, Specific, Linked, LinkedBadges, LinkedTiles,
Phoenix Resurrection Effect:
"Changes", Add health 10, "OnDeath", "Self", ActivationTimes = 1
Blind Spell for 2 turns:
"TemporaryStatChange", Attack set to 0, "OnTurnEnd", "Self", ActivationTimes = 2
Healing Aura Effect:
"Changes", "Add health 1, "OnTurnStart", "Distance of 1 target friendlies only", ActivationTimes = Infinite
Each part of Vfx and Sfx are open to swap as well. Even multiple alternative sounds for same action is supported. Here is a brief list of card sounds.
AttackSound, AttackImpactSound, MoveSound, DyingSound, SpawnSound, SpellCastingSound, SpellCastingEffect
So what is Manticore?
The card suits represent the forces of nature as well as good and evil (Water, Fire, Light, Dark, Earth, Lightning, Life, Death). The Manticore suit is the Joker combining all others. While regular merge spells combine similar cards, the Manticore merge combines only different cards to create monstrosities. Manticore spells can single highhandedly turn the tide of the game, so as in Poker, you might want to consider taking the Manticore suit out of the deck. But its up to you.
From the Developer
All the scenarios mentioned above, and countless others that I could articulate, are achievable through simple JSON data editing. No coding is required whatsoever, and I am committed to making all resources openly accessible with comprehensive documentation. This approach effectively precludes the feasibility of developing paid DLC, as users have the power to craft content that surpasses what I could create, and I fully endorse this democratization of creativity. I firmly believe that this philosophy fosters a superior product, which will ultimately yield returns. As a solo developer, harnessing the support of a vibrant community will be essential in realizing the full potential of this game.
As the product evolves and gains maturity, I may explore the possibility of developing Android and iOS versions of the game.
Another principle I strive to uphold is ensuring that both starting and quitting the game are effortless. Should you find yourself pressed for time or eager to attend to other matters, simply exit the game. Upon restarting, you'll seamlessly resume exactly where you left off—no need to complete the match or hunt for checkpoints. Gone are the prolonged waits endured while repeatedly viewing developer credits; any startup logos will only linger for as long as necessary for loading, not a moment longer.
Available on devices:
- Windows