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#gameidea: Up to 5 players multiplayer turn based coop tactics game with premade scenario specific characters and specific multiple objectives. Scenarios last up to 3 hours with 5 players, the completed objective determines the next one. 1/🧵

Physical Ranged attacks have an ammo limit. Melee attacks don’t have a limit. But you can change weapons from defeated enemies (not grab their ammo). Weapons have 1 or 2 effects besides damage, which can be chained with other weapons/spells. 2/🧵

Character synergy is essential. No support classes, just different weapons (which might be held by the enemy!). Spells have a Casting/cooldown timer, mana as ammo. You can’t get mana from defeated enemies or other sources. Limited and per scenario. 3/🧵

This means spells are op, but are really limited and require time to be cast (while holding still). When a player starts casting, they select a starting word and stay put chanting until their next turn. 4/🧵

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Every turn casters select what to do, either add a new word to the spell (power up or mutation), cast a defense spell (small power up in exchange for a defensive shield), or stop the cast. They can also change the aim. 5/🧵

Story is told from all sides, no one team us the good one. 3 sides. Focus on scenario objective, not damage. 5 scenarios of 3 hours to get an ending. Every side has a campaign but last 2 scenarios are shared amongst all. 6/🧵

After ending all campaigns, you can play one final scenario with a mix of sides on one team. 5 endings: win for each side, all sides lose, all sides win. Multiplayer is campaign based. No levels, no experience but the one you get from playing the game. 7/🧵

Complexity ramps up in the scenarios by introducing scenario specific mechanics, and then mixing them later in the campaign, or evolving them. No bullet sponges. Worse that can happen is an scenario having stages. No skirmishes. No custom scenarios. No custom characters. 8/8