| Aspect | Description |
|---|---|
| Theme & Setting | Anthropomorphic Paleo Maidens University. The game takes place on the Primeval Continents, vast, primordial landscapes that serve as sacred training grounds for the Stratum Institute. |
| Primary Goal | Win the Paleo World Championship (World Cup) at the end of the third-year Cretaceous League. |
| Magic System | Paleo-Magic (P-Magic): The manifestation of a Maiden's primal energy, serving as their Health Pool. Attacks deplete P-Magic by inflicting the intense neurological sensation of injury, leading to exhaustion and defeat without causing physical harm. |
| Player Role | The player is a Lecturer at the Stratum Institute, acting as a mentor who selects a Paleo Maiden Champion and guides them through their academic and competitive journey. |
| Progression Basis | The core gameplay is the 3-Year Great Expedition, a "world tour" across the Primeval Continents. Each year is a 24-turn campaign that culminates in a high-stakes League Championship. |
The run structure is defined by three escalating leagues. Failure to qualify ends the run immediately.
| League (Year) | Geographic Scope | Qualification Requirement | Consequence of Failure |
|---|---|---|---|
| Triassic League (Year 1) | Pangaea (Initial Map) | Win or Reach Top 8 out of 16 competitors in the Final Tournament. | Career Ends. |
| Jurassic League (Year 2) | Laurasia & Gondwana (Map Expanded) | Win or Reach Top 8 out of 16 competitors in the Final Tournament. | Career Ends. |
| Cretaceous League (Year 3) | Global Arena (Full Map) | Win the Paleo-Magic Championship (Finals). | Career Ends. |
The end-of-year League Championships are high-stakes, double-elimination tournaments. The preparation rules enforce the strategic importance of sustained durability.
| Match | P-Magic Condition Rule | Strategic Impact |
|---|---|---|
| First Bout (Round 1) | The Champion begins the first bout with their P-Magic Pool exactly as it was when the League Exam was triggered. | Maintains the tension of the 24-Turn Cycle, forcing the player to spend final turns on healing to avoid starting the tournament at a massive disadvantage. |
| Subsequent Bouts (Rounds 2+) | The Champion's P-Magic Pool is partially recovered, setting it to 50% of Max P-Magic before the start of the next match. | Forces the Champion to demonstrate sustained durability. Champions with low starting P-Magic (like Blue) must now use defensive/healing cards throughout the tournament to survive successive rounds. |
The tournament utilizes a double-elimination bracket, rewarding a single loss recovery.
| Bracket Path | Goal | Consequence of Loss |
|---|---|---|
| Winners Bracket | The path to the Championship without a single loss. | Drops to the Losers Bracket. Still has one chance for qualification. |
| Losers Bracket | The path to securing Top 8 qualification after one previous loss. | Career Ends. The Paleo Maiden is immediately disqualified. |
| Achievement | Comeback Specialist: Winning the League after dropping into and winning through the Losers Bracket. | Unlocks a special achievement/reward. |
The League Championships serve as the primary vehicle for narrative progression, framed as Rival Arcs that explore the personal stories of each Paleo Maiden.
| Feature | Description |
|---|---|
| Rival Introductions | During world map exploration, potential rivals are introduced through random events, setting the stage for the high-stakes encounters in the final tournament. |
| Randomized Brackets | The bracket seeding for the 16 competitors is completely random in each run. This ensures that each tournament playthrough is unique and unpredictable. |
| Narrative Replayability | Because players are not guaranteed to face specific rivals, multiple playthroughs are encouraged to experience a Champion's full character arc and unlock all unique story events. |
| Rival Gifts & Bonds | During map events, rivals may offer gifts (e.g., dice modifiers, ingredients) or trigger deeper conversations. Positive outcomes can strengthen the bond, unlocking unique dialogue and even special Paleo Arts. |
To ensure that a single playthrough feels like part of a larger, interconnected world, rivals are spotlighted through two key systems. These mechanics make rivals feel like significant parts of your Maiden's journey, encouraging players to become invested in their stories and potentially play as them in the future.
| System | Description & Narrative Impact |
|---|---|
| 1. Crossroad Events | By chance encountering a Crossroad space triggers a
deep
narrative event with a rival, revealing their motivations, fears, and backstory. Success in
either sparring or interact wit them rewards with Paleo Arts corresponding from that rival's
discipline; it can reward the player with a unique. This technique is a move inspired by the
rival's philosophy, allowing your Maiden to adopt a piece of their style. For example, the
aggressive Sastrei Taurus might learn the Unyielding Stance Paleo Art from
the defensive Caza Amarga, a tangible representation of their friendship and Sastrei's
growth.
|
| 2. Sparring Sessions & Rival's Legacy Techniques | Rivals are formidable opponents with full Combat
Prowess loadouts and distinct strategies. Defeating them requires careful use of
Tactical Orders and a well-planned build. The rewards for these high-stakes
duels are significant:
|
Job Evolution is an entirely optional system of specialization that expands a Maiden's Combat Prowess. It is divided into two tiers:
| Job Type | Example Job | Requirement | Bonus |
|---|---|---|---|
| Single Discipline (Character-Specific) | Tyrant King (Tyran Rex) | 5 Brute Techniques | +1 Secret Art Slot, Unlocks Ancient Art |
| Hybrid Discipline (Character-Specific) | Mystic Spearhand (Tyran Rex) | 4 Brute + 2 Focus Techniques + Win "The Stalwart" & "The Vanguard" Titles |
+1 Paleo Art Slot, Unlocks Ancient Art |
| Single Discipline (Generic) | Barbarian | 5 Brute Techniques | +1 Secret Art Slot |
| Hybrid Discipline (Generic) | Gladiator | 3 Brute + 2 Control Techniques + Win "The Bulwark" Title |
+1 Paleo Art Slot |
Note: Character-specific jobs take priority over generic ones if requirements for both are met. The job system is determined by the techniques equipped in the Paleo Arts slots plus the character's innate Secret Art.
The player manages two primary resources for their Maiden: Paleo-Magic (P-Magic) and Affinity. These resources represent the Maiden's physical readiness and mental/emotional state, respectively.
| Resource | Description & Function |
|---|---|
| Paleo-Magic (P-Magic) | Represents the Maiden's health and stamina. It is depleted in combat and by performing strenuous actions like Train and Forage. It can be restored by Cooking. If P-Magic reaches zero in combat, the Maiden is defeated. |
| Affinity | Represents the bond, trust, and morale between the Lecturer (player) and their Maiden. It is a measure of their relationship, built through care and positive interaction. |
A strong bond is crucial for unlocking a Maiden's true potential, but that bond can also be strained. Affinity is a dynamic resource that reflects the player's choices.
To add a layer of prestige and challenge, certain map spaces will periodically host Seasonal Title Matches. These are optional, high-difficulty tournaments that appear on the calendar at specific times of the year (e.g., the "Spring Bloom Invitational" in early February). Winning these events is the only way to earn the Titles required for unlocking advanced Hybrid Vocations.
| Event Feature | Description |
|---|---|
| Appearance | Appears on a specific map space for a limited duration (e.g., for 4 turns). The player must travel to that space to participate. |
| Entry Requirement | Depends on the Title Match requirements that is running. |
| Reward | A unique, permanent Title for the champion (e.g., "The Stalwart"), and a choice of rare techniques. |
These matches are themed and offer unique titles that reflect the specific challenge they present. A Maiden can hold multiple titles, and collecting the correct combination is key to unlocking her full potential.
| Title Match Name | Appears | Challenge Focus | Title Awarded |
|---|---|---|---|
| The Meat-Lover's Classic | Early January | A tournament exclusively for carnivore-class Maidens. | "The Meat-Eater" |
| Sprinter's Ace Invitational | Mid-March | A high-speed tournament where only Flow (Green) techniques are allowed. | "Fast and Furious" |
| The Stalwart Summit | Late June | A defensive gauntlet where victory is earned by outlasting powerful opponents. | "The Stalwart" |
| Vanguard's Valor | Early September | An offensive free-for-all that rewards aggressive, high-damage strategies. | "The Vanguard" |
Movement is governed by a Dice Roll, with players using Paleo-Focus to strategically control their landing spot. Each action costs a turn and players are given 24 turns per year.
| Space Name | Core Function | Action/Event Triggered |
|---|---|---|
| Wilderness | Resource Management & Chance Encounters | Landing on a Wilderness space costs 1 Turn and automatically triggers the Expedition Camp. However, there is a small chance that a Crossroads Event will occur first. If the player chooses not to spar during the event, they will proceed to the Expedition Camp actions as normal. |
| Crossroads | Guaranteed Rival Encounter | Triggers a Crossroads Event, a guaranteed encounter with another Maiden. The player chooses to either Interact (Free Action) for a narrative event and a Paleo Art reward, or Challenge (Free Action) to initiate a Sparring Session. If the player interacts, they then proceed to the Expedition Camp actions. |
| Academic Milestone | Mandatory Career Check | A high-difficulty Sparring Session against a predetermined rival or powerful opponent. Must be won to qualify for the League Exam. |
| Title Match | High-Stakes Combat & Reward | Permanent Stadium Facilities on the map that MAY occupy a large 2x2 grid area (4 spaces), making them easier to access. Landing on any of these spaces allows the player to challenge one of three Title Aspirants vying for that stadium's title. One of these will be the Apex Aspirant, the most difficult challenge. See the "Title Matches Mechanic" section for details. |
| Action | Effect |
|---|---|
| Train | Gain a new Technique of your Maiden's primary discipline at the cost of P-Magic. The cost is determined by the biome of the current space. See "Biome Affinity for Training" below for details. |
| Forage | Costs P-Magic to find Ingredients, with a chance to
also learn a biome-specific Technique. The costs and rewards are determined by
the biome:
|
| Cook | Use collected Ingredients to create recipes that restore P-Magic and build Affinity. Different recipes will require different ingredients and yield varying effects. A basic meal, for example, might cost 2 ingredients to restore 25 P-Magic and 5 Affinity. |
| Barter | (Free Action) Place an order by trading away unwanted ingredients. The requested ingredients will be delivered at the start of the player's next turn. This is crucial for completing specific, powerful recipes when missing a key component. |
The P-Magic cost of the Train action is influenced by the biome of the Wilderness space, adding a strategic layer to pathing. Each discipline has biomes where training is more or less efficient.
| Condition | P-Magic Cost | Description |
|---|---|---|
| Advantage Biome | 3 P-Magic | Training in a biome that aligns with the Maiden's nature is highly efficient. |
| Neutral Biome | 7 P-Magic | The standard cost for training in a non-aligned biome. |
| Disadvantage Biome | 12 P-Magic | Training in a harsh or opposing biome is draining and requires more energy. |
The specific biome advantages and disadvantages for each discipline are as follows:
| Discipline | Advantage Biomes (Efficient Training) | Disadvantage Biomes (Draining Training) |
|---|---|---|
| π΄ Brute | Volcanic, Mountain | Tundra, Coastal |
| π΅ Focus | Coastal, Tundra | Volcanic, Desert |
| π’ Flow | Plains, Forest | Mountain, Volcanic |
| π‘ Control | Desert, Mountain | Forest, Plains |
Each stadium features three Title Aspirants competing for that location's title. One is the Apex Aspirantβthe thematic favorite and toughest challenge (e.g., Tyran Rex at the "Meat-Lover Stakes").
| Opponent Tier | Difficulty | Reward for Winning |
|---|---|---|
| The Apex Aspirant | Very High | A choice between that Maiden's unique Secret Art and two high-rarity Paleo Art of their primary discipline. |
| A Rival Aspirant | High | Choose one of three high-rarity Paleo Arts of that Maiden's primary discipline with a small chance for that Maiden's unique Secret Art |
| Mechanic | Detail |
|---|---|
| Badges | Prestigious trophies won from defeating an Apex Aspirant in a Title Match. During random map events, the player may encounter a Professor and their Paleo Maiden partner. Possessing a Badge prompts a free Sparring Session challenge. Winning this spar grants powerful Techniques, but accepting with low P-Magic is risky. |
| Titles | Prestigious, cosmetic honorifics won from defeating an Apex Aspirant in a Title Match. These are displayed next to a Maiden's name in tournaments and combat logs to signify their accomplishments. |
| League Exam | Automatic Trigger when all Academic Milestones for the Year are cleared. |
Deprecated Mechanics: The old Campsite (Rest), Hot Spring,
Trading Post, and Dojo spaces have been deprecated, along with the
Fossil Funds currency. Their functions are now integrated into the
Expedition Camp and Title Match systems.
The system is a Hybrid Automated Real-Time system designed to be fast, fluid, and driven by the player's strategic preparation. It is centered around a player-defined Combat Prowess rather than a traditional card deck.
| Mechanic | Detail |
|---|---|
| Technique Collection | The player collects Paleo Arts from map events. There is no limit to the number of techniques they can own. Defeating strong rivals grant Stronger Paleo Arts and also higher chance to get Secret Arts |
| Combat Prowess | Before a match, the player prepares their strategy by equipping
techniques into their Combat Prowess. The base consists of
BASE_PALEO_SLOTS = 5 (Active) and
BASE_SECRET_SLOTS = 2 (Reserve), with more slots unlockable via
Job Evolution.
|
| Paleo Arts (Active) | The core of the game plan. In real-time combat, the AI automatically uses these techniques as they come off their individual cooldowns. |
| Secret Arts (Reserve) | Holds techniques that are not used in the normal turn-by-turn rotation. Their purpose is to fulfill the requirements for Catalyst Combos and to be activated by Chain Properties, allowing for complex synergies without clogging the main loadout. |
| Tactical Orders | A high-level instruction (e.g., "All-Out Blitz," "Patient Counter") that influences the AI's selection priority when multiple Paleo Arts are off cooldown simultaneously. |
| Technique Types | Discipline Techniques (Generic utility/buffs) AND Species-Specific Techniques (Rare, powerful effects tied to specific defeated rivals). |
| Arena Affinity | The battle arena's biome can influence combat. Maidens with a natural affinity for the environment may have specific Paleo/Secret Arts boosted, increasing their effects and/or activation chance when fighting on their home turf. |
| Perfect Victory | Winning a spar without losing any P-Magic grants a bonus Technique choice. |
| Commentated Combat Log | A live combat log narrates the fight with the flavor and energy of a sports commentator. It uses fighting game terminology (e.g., "punish," "combo," "whiff") to make the automated action exciting and easy for players to follow and discuss. |
To capture the feel of fighting game combos and reward deep strategic planning, certain techniques can interact with each other to produce powerful effects. This encourages players to think about their Combat Prowess not just as a list of moves, but as a potential engine for combos.
| Synergy Type | Description & Example |
|---|---|
| Catalyst Combos | Strategic Preparation. A "Catalyst" technique in a
Paleo Art slot transforms into a powerful combo move if its required
"ingredient" techniques are equipped in the Secret Arts slots. Example: Placing [Catalyst: Predator's Focus] in a Paleo Art slot and
Claw Slash + Charging Pounce in Secret Arts slots unlocks
Raptor's Fury.
|
| Chain Properties | Dynamic Execution. A technique in a Paleo
Art slot with a "Chain" property has a chance to immediately trigger a compatible
technique from either the Paleo Arts or Secret Arts slots. Example: Iai Stance can now "Chain" into a powerful 'Strike' technique
you've placed in a Secret Art slot specifically for this purpose.
|
This system translates the "combo input" of a fighting game into the strategic preparation phase, creating deep satisfaction when a player's carefully crafted Combat Prowess unleashes a unique and powerful combo in the heat of battle.
The location of a battle is a critical strategic factor. Each tournament match takes place in a specific biome on the Primeval Continents, and Maidens whose ancestry is tied to that environment gain a significant "home field advantage."
| Arena Biome | Description & Affinity Effect |
|---|---|
| Lush Floodplain | A swampy delta crisscrossed by deep rivers. Affinity: Boosts the effects and activation chance of water-based or semi-aquatic Paleo/Secret Arts. For example, Aegypt Spino's "River Hunter" Secret Art becomes significantly more potent. |
| Volcanic Field | An unstable landscape of magma flows and ash clouds. Affinity: Boosts the damage of Red (Power) discipline techniques. Fire-based Secret Arts have their cooldowns moderately reduced. |
| Dense Cycad Forest | A tight, claustrophobic jungle limiting long sightlines. Affinity: Increases the activation chance of "Chain" properties for ambush-style Maidens (e.g., Dromaeosauridae Clan). |
| Arid Desert | A vast, sun-scorched wasteland with little cover. Affinity: Boosts the effectiveness of defensive and restorative Yellow (Control) discipline techniques. |
| Open Fern Prairie | A wide-open plain ideal for large-scale movement. Affinity: Reduces the cooldowns on movement-based and wide-arc Paleo Arts, benefiting large Maidens like sauropods. |
To support a deep and replayable "Capabilities over Stats" progression system, the vast library of Paleo Arts is categorized by rarity, source, and function. This structure ensures that players are constantly discovering new strategic tools throughout their journey.
| Technique Category | Description & Function | Primary Acquisition Method |
|---|---|---|
| Common Discipline Techniques | The bread-and-butter of any loadout. These are generic, color-coded
utility moves that form the foundation of a strategy. Examples: Minor Power
Boost (Red), Basic Guard (Blue), Quick Step (Green),
Reinforce (Yellow). |
Common rewards from Sparring Sessions; purchasable at the Dojo. |
| Species-Specific Techniques | Uncommon techniques that reflect a Maiden's unique paleontological
ancestry, often serving as their signature moves. These are the "legacy" techniques that define
a rival's fighting style. Examples: Kinetic Uppercut (Sastrei Taurus),
Tyrant's Roar (Tyran Rex), Spinal Shards (Caza Amarga).
|
Rare reward choice after defeating a specific rival in a Sparring Session or Tournament Match. |
| Secret Arts | Very rare and powerful techniques, often with unique properties like
"Catalyst" or "Chain." These are the cornerstones of advanced
combos and build-defining synergies. Example: [Catalyst: Predator's
Focus], Iai Stance [Chain].
|
Very low chance from defeating powerful rivals; potential reward from Academic Milestones. |
| Ancient Arts | The most powerful and exclusive techniques in the game. These are not
found randomly but are automatically granted upon achieving a specific, often
character-exclusive, Job Evolution. Example: Achieving the "Tyrant King" job with Tyran Rex unlocks the Deinos Reaper Ancient Art. |
Unlocked by fulfilling Job Evolution requirements. |
| Color/Discipline | Combat Focus | Unique Passive Combat Ability | Unique Board/Flow Ability |
|---|---|---|---|
| π΄ Red | Brute: Raw Power & Scaling Damage. | Power Surge: Applies +1 damage to all attacks for each turn that passes in combat (resets after fight). | Killing Streak: After 3 consecutive wins, gain a choice of one bonus "Spoils of Victory" common technique. |
| π΅ Blue | Focus: Defense, Precision & Consistency. | Arcane Ward: Starts every combat with a +2 Arcane Shield. | Scholarly Insight: Chooses from 4 Reward Techniques instead of 3 after any spar win. |
| π’ Green | Flow: Speed & Momentum. | First Strike: Applies a +3 bonus to their first attack technique used in combat. | Double Time: Can reject the free technique from the Campsite to gain an extra dice roll upon completion of the rest. |
| π‘ Yellow | Control: Durability & Damage Reduction. | Natural Resilience: Passive -1 damage reduction from all incoming attacks. | Strategic Insight: After any spar win, the player can reshuffle the presented Reward Techniques and draw a new set of 3/4 random techniques from the pool. |
This section breaks down the turn-by-turn gameplay loop and distinguishes between fixed game elements, player choices, and random variables.
| Step | Action | Detail |
|---|---|---|
| 1. Roll Dice | The player initiates a dice roll to determine movement range. | This action costs 1 Turn. |
| 2. Choose Path | The player moves their Champion token on the map. | Movement must equal the number rolled on the dice. The map is non-linear, but there are ways to return to the start. |
| 3. Land on Space | The Champion lands on a map space, triggering an event. | Events can include Wilderness, Crossroads, Academic Milestones, or Title Matches. |
| Element Type | Description | Examples |
|---|---|---|
| Constants | Core rules and structures that are fixed for every playthrough. | β’ Fixed World Map Layout β’ 3-Year Course Structure β’ Standard 24 Turns per Year β’ Predetermined Starting Loadouts for each Champion |
| Player Choices | Key decisions the player makes to influence the outcome of the run. | β’ Selecting the starting Champion. β’ Building the Combat Prowess by equipping Paleo & Secret Arts. β’ Setting the Tactical Order (Offensive, Defensive, Balanced) before a match. β’ Choosing a path on the world map after a dice roll. β’ Selecting a Reward Technique after a sparring victory. β’ Deciding when to use ingredients to Cook and rest. |
| Random (RNG) | Elements of chance that introduce unpredictability and replayability. | β’ Dice Roll result (1-6) β’ Technique options presented in post-combat Rewards β’ Arena Biome for tournament matches β’ Specific events on certain map spaces (e.g., rival encounters, shops, sparring) |
| Pillar | Description |
|---|---|
| 1. Nurturing | Supporting and developing a favorite character, similar to a virtual pet or raising simulator (e.g., Tamagotchi, Uma Musume). |
| 2. Risk/Reward | Experiencing the thrill of chance through dice rolls and random card draws, embracing a "gambling" feel. |
| 3. Satisfaction | The deep satisfaction that comes from seeing a well-planned strategy, deck synergy, or a lucky combo work out perfectly. |
Initial Card Game Concepts: This section is deprecated in favor of the Combat
Prowess system described in Section IV. The core ideas of collecting abilities and
preparing
for fights are retained, but the implementation is simplified to focus on a loadout of equipped
techniques
rather than a deck of cards.
Basic Strike (3 Dmg), Guard (2 Block), and
Power Up
(+1 power this turn).To ensure a cohesive experience, the combat system's design is guided by a clear philosophical model inspired by games like Digimon World Championship. This approach emphasizes the player's role as a mentor and strategist, making preparation the core gameplay and the battle its thrilling, automated payoff.
The combat system is intentionally hands-off during the fight itself. The player's interaction is focused entirely on the strategic decisions made before the battle begins.
| Phase | Player Role & Action |
|---|---|
| 1. Preparation Phase | The Lecturer's Core Gameplay. The player guides their Maiden through the 24-turn expedition, making critical choices about which Techniques to acquire, when to rest, and which rivals to interact with. This culminates in setting the Combat Prowess before a tournament. |
| 2. Combat Phase | The Automated Spectacle. The battle unfolds automatically based on the Maiden's preparation, her equipped techniques, and a degree of RNG. The player becomes an invested spectator, watching to see if their strategy was successful. |
Following the "train -> compete" loop of its inspirations, this game abstracts the concept of "training stats." Instead of increasing numerical values (e.g., STR, DEF), the player "trains" their Maiden by expanding her strategic capabilities.
| Traditional Training Sim | Paleo-Maiden Championship Equivalent |
|---|---|
| Training Stats (e.g., +10 Speed) | Acquiring Techniques. Landing on a "Sparring Session"
space and gaining a new Flowing Strikes technique makes the Maiden qualitatively
faster and better at maintaining tempo. |
| Reaching Stat Thresholds | Achieving Job Evolution. Collecting a specific number of colored techniques (e.g., 5 Red, 5 Blue) unlocks a new "Job" with powerful passive buffs, serving as a long-term training goal. |
| Equipping Support Cards | Building Rival Bonds. Engaging in "Crossroads" events and strengthening relationships rewards the player with unique and powerful Paleo Arts. |
This approach ensures the feeling of growth and progression is central to the experience, but keeps the focus on strategic choices and narrative development rather than numerical micromanagement.
This combat philosophy is not a new direction but rather a formalization of the game's existing strengths, creating perfect synergy between the lore, mechanics, and desired "fun factors."
| Core Design Element | How the "Coach/Trainer" Model Aligns |
|---|---|
| Player Role as Lecturer | This model is the ultimate expression of being a mentor. The player's skill is tested through their teaching and preparation (the Expedition), not their reflexes. The battle is the Maiden's "final exam." |
| Pillar 1: Nurturing | By making combat automated, the gameplay focus shifts entirely to the Great Expedition phase. The joy comes from carefully developing your Maiden over time, making this pillar the central activity. |
| Pillar 2: Risk/Reward | The moment the automated battle begins is the ultimate "gambling" moment. The player has placed their strategic "bet" through 24 turns of training; the fight is the thrilling spin of the wheel to see the outcome. |
| Pillar 3: Satisfaction | Victory feels deeply earned, as it validates the player's long-term strategy and coaching ability. Seeing a specific technique you chose turn the tide of battle provides immense satisfaction. |
| Combat Prowess System | This system becomes the player's primary tool for expressing strategy. The choice of which techniques to equip in the Paleo Arts and Secret Arts is the most critical decision, acting as the "playbook" for the upcoming automated fight. |
| "Shonen Tournament" Theme | This model perfectly captures the feeling of a coach watching anxiously from the stands. The Commentated Combat Log enhances this by turning the automated fight into an exciting spectator sport. |
This section provides a quick summary of the key changes from the initial "Card Game" concept to the current "Combat Prowess" system, clarifying the design's evolution.
| Feature | Initial Card Game Concept | Current "Combat Prowess" System |
|---|---|---|
| Core Collectible | Cards in a deck. | Techniques (Paleo Arts & Secret Arts). |
| Player Preparation | Building a 15-card deck. | Equipping a Combat Prowess (5 Paleo Arts + 2-3 Secret Arts). |
| Combat Interaction | Intended manual card play or complex AI choosing from a hand. | Fully automated real-time simulation based on the prepared Combat Prowess. |
| Resource System | Mana costs for cards. | No in-combat resource costs for techniques. |
| Core RNG | Drawing cards from the deck each turn. | The slight variations in cooldown timers and AI priority choices. |
| Strategic Focus | Deck consistency and cycling. | Crafting a synergistic loadout with combos and adapting the strategy to the opponent and the arena. |