01-12-2016, 03:11 AM
I like that power up idea. Perhaps instead of a character card having HP it has Boxes filled with power up cards acting as hits.
For example Goomba has 3 boxes which act as it's HP. You can equip 3 Mushrooms to endure three hits, or you could switch things up a bit. 2 Mushrooms and a Star. That means after Goomba has taken 2 damage his Star will be activated next turn making him invincible and doing double damage. Just an idea.
Oh yes I always intended to have the captain card be the one you are stuck with. Just like in Paper Mario, once Mario goes down its Game Over. But he has a bunch of partners that can be KOd but the game keeps going.
As for elementals, I think it's best to stick with Mario platformer attributes as the elementals. For example:
Defensive Attributes
Flying: Can't be hit by ground attacks.
Spike Armor: Counters direct physical attacks.
Dry Armor: Immune to fire damage.
Fire Armor: Counters direct physical attacks and immune to fire damage.
For example Goomba has 3 boxes which act as it's HP. You can equip 3 Mushrooms to endure three hits, or you could switch things up a bit. 2 Mushrooms and a Star. That means after Goomba has taken 2 damage his Star will be activated next turn making him invincible and doing double damage. Just an idea.
Oh yes I always intended to have the captain card be the one you are stuck with. Just like in Paper Mario, once Mario goes down its Game Over. But he has a bunch of partners that can be KOd but the game keeps going.
As for elementals, I think it's best to stick with Mario platformer attributes as the elementals. For example:
Defensive Attributes
Flying: Can't be hit by ground attacks.
Spike Armor: Counters direct physical attacks.
Dry Armor: Immune to fire damage.
Fire Armor: Counters direct physical attacks and immune to fire damage.