Game Designer
Sin Slayer
A Quick Glance
-Genre: Turn-based Battle
-Engine: Unity 2D
-Environment: Windows PC, Browser
-Development time: 6 months
OverView
Sin Slayer is a turn-based battle game based on simple DND stats but with a special mechanic. The player character has to flip the cards to determine his actions in this turn. He can only do the actions from the cards he gets, while the actions that he doesn't get can't be played in the turn.
Sin Slayer is my personal project. Except for the art asset found online, the rest of the game is finished by myself. The game involved a turn-based game system that has a lot of coding. The level design is rather simple, mainly tuning difficulties and numbers of the stat charts. This project took around six months to develop.
Battle System
Sin Slayer has a unique battle system. The player character has to flip cards when the turn starts. At the moment, the player will have to flip six cards each turn. These six cards will determine what actions the player can play this turn. Cards act like action cards. The player can only do the action(s) he got from the cards. While the cards he didn't get, can't be performed. There are six kinds of action cards, four of each kind. They are:
-Normal Attack
-Heavy Attack
-Fireball
-Defend
-Hp potion
-Mp potion
For example, you got 2 normal attack, 2 fireball, and 2 hp potion. You can only perform either normal attack, fireball, or hp potion. Heavy attack, defend, and mp potion can't be performed in this turn.
Another special mechanic is when the same kind of card can be performed multiple times in a single turn. In the example above, you can perform normal attack, fireball, and hp potion twice in the turn. But still, you can only choose one of the actions to perform. The power of this mechanic is that, if you flipped 4 fireball cards, you can fire 4 fireballs at once!
Experience
Sin Slayer project is the first project that I feel satisfied with. This is the first time I dug into the system deep and implement all my designer knowledge into a game. Though there are still some art and UI elements that might not be perfect, the functionality of the game is totally fine.
Sin Slayer was a prototype project combining a card game system and a turn-based system. My first thought about it was to make a card game like Slay the Spire. But card-based rogue-like games are not my original idea. So think twice, I thought of changing the rogue element into a randomized card deck. Which result in the first version of Sin Slayer(It was named Memory Warrior at the moment). A year later, I think I can make this game much better than a prototype. So I put it up in Spring 2022, after a year.
Based on the prototype, 2022's development was mainly focused on improving UI/UX and arts. Though the system was working, there were still a lot of fixes need to be done.
I couldn't remember how much time I spent on debugging and fixing scripts. While adding more things to it, more bugs float to the surface. But once the code works, I felt satisfaction and success in my mind. That's the fascination of scripting.