Essence Games · Game Idea Dump

Brainstorm Dump

Working design notes. Rendered from the Obsidian note on 2026-09-12.

Observation: intent must have resistance or there is no victory

Here’s the current design in one place.

Core Combat Concept

The game centers on sword-duel style combat that could eventually lean toward either an autobattler or a timing game.
(autobattler WITH optional interactions)
--> small windows to chose action (maybe card based)
--> small "quicktime" events (hidden -- like super mario rpg)

Each action takes time and stamina.

Primary combat stats:

Stat Role
Speed How often you can act / how quickly actions recover
Accuracy How reliably you attack, defend, deflect, etc.
Strength How hard you can swing and how effectively you handle heavier weapons
Endurance How much stamina you have / how long you can keep performing
Perception How early and accurately you read an incoming attack

Weapon weight interacts with Strength and Speed through a penalty curve. A weapon that is heavy relative to your Strength becomes slower and more tiring to use.

Stamina

Every active action costs stamina.

Standing still costs 0 stamina.

This is important because the best defense may simply be:

Realize the attack was going to miss and do nothing.

High Perception makes this easier to identify.

Running out of current stamina causes the character to faint / lose.

Getting Hit

Hits reduce both:

So there may not need to be a conventional HP system.

Blocking can drain current stamina through impact, while an actual hit additionally damages max stamina.


Defensive Responses

Defense is an energy-efficiency problem.

Rough progression:

  1. Do nothing

  2. Small dodge

  3. Large dodge

  4. Deflect

  5. Block

  6. Defensive action + counterattack

Counters have a very large stamina cost.

The ideal defense is generally:

Use the cheapest response that actually avoids the attack.

DEF vs ATK Focus

Each defensive option can have a defensive and aggressive version.

DEF-focused

ATK-focused

Example:

DEF Small Dodge

ATK Small Dodge


Range

Use discrete range bands, not continuous distances.

Exact bands aren't finalized, but something like:

Weapons have different ideal ranges.

Example:

Dagger

Sword

Spear

This means defense also changes positioning.

A dagger fighter against a spear could:

So range control becomes part of the duel.


Dice / Skill System

We moved away from conventional d20 + modifier toward a dice-expression skill system.

The important conceptual distinction is:

Examples:

1d8

Range:
1–8

Compared with:

2d4

Range:
2–8

Same maximum result, but 2d4 has:

So:

d8 → 2d4

represents consolidating knowledge, not necessarily increasing potential.

Similarly:

d12 → 2d6 → 3d4

All retain a maximum of 12 while becoming progressively more reliable.

Potential growth instead looks like:

d4 → d6 → d8 → d10 → d12

Possibly with d12 representing the normal ceiling.

Breakthroughs

A rare advancement could allow:

d12 → d20

This represents extraordinary potential.

A d20 character could achieve things a 3d4 master literally cannot, but is much less reliable.

Eventually:

d20 → 2d10

would represent someone with both exceptional potential and increasingly consolidated skill.


Advancement

Each completed mission gives one advancement attempt.

The player chooses what dice expression they want to target.

Advancement DC

Current idea:

DC = average result of the target dice expression, rounded up.

Examples:

Target Average DC
d6 3.5 4
d8 4.5 5
2d4 5 5
d10 5.5 6
d12 6.5 7
2d6 7 7
d20 10.5 11

You roll your current skill expression against that DC.

That creates a natural progression constraint.

For example:

d4 → d8

requires DC 5, but a d4 can only roll 4.

So it is impossible.

But:

d12 → d20

requires DC 11.

A d12 can roll 11–12, so the breakthrough is possible but rare.

Failed Advancement

Current direction:

So taking a large jump is meaningful risk.

Discovered Expressions

You can only target dice expressions your character has discovered.

So even if your current dice could mathematically reach 2d6, you cannot attempt it until you've learned that training path.

Expressions could be discovered through:

Mentors could reveal unusual expressions such as:

d8 → 2d6

instead of ordinary:

d8 → 2d4


Mission Results Affect Advancement

How a mission goes can modify that night's advancement attempt.

Examples:

This affects how much advancement risk the player wants to take.

Example:

Normally you might safely attempt:

d8 → 2d4

But after an exceptional mission grants +2, you may gamble on:

d8 → 2d6

So mission success isn't just XP—it changes the risk/reward landscape of advancement.


Run / Objective Structure

The game is loosely inspired by Slay the Spire, but instead of rooms leading to a boss, each run revolves around a large objective.

Example:

The castle will be assaulted in 10 days.

Each day:

Choose one mission/preparation action.

Each night:

Receive one advancement opportunity based partly on how that day's mission went.

After the countdown:

The assault happens under the conditions created by all of your previous choices.

Day / Night Loop

Day

Night

Repeat until the objective resolves.


Preparation Matters

Mission choices modify the final objective.

For a castle assault, preparation might affect:

So two runs of the same objective can create radically different final encounters.


Other Objective Types

Not every objective has to be a fixed countdown.

Example:

Rumors of a dark power stirring in the North have reached the king. You and a group of soldiers are ordered to discover the truth and report back.

This becomes a push-your-luck expedition.

You might learn enough to return early:

Undead activity confirmed.

Or continue deeper and discover:

Their numbers, leadership, objectives, weaknesses, etc.

Continuing means:

So returning alive with partial information can still be a successful outcome.


Character Rank

The game starts with the player at low rank.

Higher rank doesn't mainly mean stronger enemies.

It means:

More authority, more responsibility, more difficult decisions.

Low Rank

You might simply be told:

You are one of six soldiers sent to investigate bandits.

Most decisions happen during the mission.

Higher Rank

You might receive:

Bandits have been reported east of the keep. Decide how many soldiers to take.

Now resource allocation itself is part of the problem.

Take too few:

Mission becomes dangerously difficult.

Take too many:

The keep becomes under-defended.

And perhaps the entire bandit attack is actually a diversion for a heist.

So higher rank shifts the gameplay from:

What should I do?

toward:

What resources should I commit, what should I leave exposed, and which risks am I willing to accept?

Very high rank may involve deciding:


Objective Tiers / Difficulty

There can also be different tiers of objectives, loosely analogous to STS Ascension.

But difficulty should mostly change scenario complexity and pressure, not just enemy stats.

Higher-tier objectives might introduce:

Your rank determines what types of objectives you're offered.

Higher rank = broader and harder objective pool.


Character Identity / Reputation

A prior character system also fits naturally into this game.

Character creation/history includes:

Motivation

Aspiration

Fear

These act more as role-playing/scenario hooks than simple numerical bonuses.

Reputation

Tracks things the character has done.

Accomplishment

Failure

Identity

Tracks what kind of person the character is perceived to be.

Achievement

Flaw

Examples:

Traits can potentially emerge from repeated behavior rather than simply being selected initially.


Top 3 System

Accomplishments, Failures, Achievements, and Flaws use a Top 3 concept.

New events can replace older, less significant ones based on:

So the character sheet gradually becomes a procedural biography.

Early:

Killed the Wolf of Greendale

Later:

Held Eastwatch during the siege

The early event may eventually stop defining the character.


Reputation vs Rank

Important distinction:

Rank

What authority have you been granted?

Reputation

What do people think you've done?

Identity

What kind of person do people think you are?

These can diverge.

A highly ranked officer might be respected for winning battles but also widely viewed as reckless.

That reputation can affect:


Hidden NPC Reactions

NPCs don't necessarily tell you why they react the way they do.

A merchant might refuse service because of a rumor.

A subordinate might quietly alter your orders because they believe you're reckless.

Repeated interactions, checks, investigation, or even full missions can uncover the reason.

This reinforces the broader design theme:

The player rarely has complete information.


The Emerging Overall Theme

The systems are starting to align around a common idea:

You are constantly making decisions under imperfect information, choosing how much risk you're willing to accept.

That happens at every scale:

Combat

Is that attack actually going to hit? Do I spend stamina defending?

Defense

Do I take the safe dodge or the harder aggressive dodge?

Advancement

Do I take a safe consolidation attempt or gamble the entire advancement on a breakthrough?

Missions

Do I pursue the dangerous option for a better strategic outcome?

Command

How many soldiers can I safely commit?

Objectives

Have I learned enough to return, or do I push deeper?

Reputation

What consequences will this decision have that I don't currently understand?

So the strongest unifying design principle so far is probably:

Information determines which risks you understand; skill determines which risks you can survive; and the player decides which risks are worth taking.