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Create a beautiful and fully functional prototype of the game described in the GDD below so I can test gameplay elements. For card image assets, create an unique SVG card frame for each deck type leaving a placeholder for the main card image. Each deck type should also have a unique card back (also SVG). # Game Design Document: Shadows of Aethelgard ## 1. Game Overview **Title:** Shadows of Aethelgard **Genre:** Roguelite / Deckbuilder / Card Battler **Visual Style:** Dark Fantasy / Low Poly / Gothic Atmosphere (e.g., Bloodborne meets Magic the Gathering). **Premise:** The world of Aethelgard is being consumed by the "Void." Heroes must traverse three descending floors to slay the Void Lords and reclaim the land. **Core Loop:** Manage a card-based hero with limited Health and Energy. Each combat room presents enemies. Between rounds, use Gold to buy cards or upgrades. Defeat 3 Floors (9 Rooms + 3 Bosses) to win. ## 2. Core Mechanics (No Ambiguity) ### 2.1. Attributes * **Health (HP):** Starts at **30**. Reduced by enemy damage. * **Energy (Mana):** Starts at **5** Max. Spends per card play. Regenerates by 1 per turn (if not exhausted) or via cards. * **Defense (Block):** Passive or Active stats that reduce incoming damage by the amount shown. * **Attack:** The primary damage value of an Attack card. * **Hand Size:** Starts at **4**. Can increase via "Others" cards. * **Gold:** Starts at **0**. Gained from enemy death. Cost to buy: **1 Gold per card**. * **Floor:** Starts at 1. Win condition: Reach Floor 3 and defeat Floor Boss. ### 2.2. Card Resolution Order 1. **Player Draw:** Draw cards up to Hand Size limit. 2. **Player Play:** Place cards from Hand. * _Effect Resolution:_ Effects resolve instantly unless specified (e.g., "End of Turn"). * _Combat Damage:_ Applies immediately. If target has Defense, subtract Damage from Defense. * _Blocking:_ If a "Defense" card is active, it absorbs damage before HP. 3. **Enemy Reaction:** If an "Others" card triggers an enemy state, resolve immediately. 4. **Enemy Action:** Enemy attacks. 5. **End Turn:** Recover 1 Energy. Discard down to max if specified. ### 2.3. Economy * **Gold:** Gain **5 Gold** per standard enemy kill. **15 Gold** per Boss kill. * **Card Shop:** 1 Card per slot. * _Cost:_ Gold shown on card face. * _Rarity:_ All cards in the Core Roster are "Common" for production (can be bought multiple times). * _Duplication:_ If you own 3 copies of a card, the cost to buy the 4th is **10 Gold** (limit of 5 copies per card per deck). ### 2.4. Combat Math * **Damage Calculation:** `Card Attack` = `Final Damage`. * **Block Calculation:** `Incoming Damage` = `Max(Card Attack) - Defense`. * **Energy Cost:** Each card has a specific `Cost` (1-3). If Energy < Cost, card cannot be played. * **Status Effects:** Burn (1 dmg/turn), Poison (1 dmg/turn), Stun (Cannot act), Silence (Cannot use abilities). --- ## 3. Card Roster (The 36 Core Cards) **Instruction:** Each of the three starting classes (The Bastion, The Wither, The Shroud) has a unique **Starter Deck**. These are the only 12 unique cards defined for production to ensure a functional minimum scope. All cards are available in the Shop. ### 3.1. Class 1: The Bastion (Theme: Immovable Object) **Style:** High Defense, High Block, Low Speed. Focuses on durability and AoE. **Start Energy:** 3. **Start HP:** 35. | ID | Type | Cost | Stats (Atk/Def) | Ability | Rarity | | :--- | :--- | :--- | :--- | :--- | :--- | | **BA-A01** | Attack | 2 | 3 / 0 | **Slam:** Deals 3 damage. If you have 30 HP, draw 1 card. | Common | | **BA-A02** | Attack | 3 | 4 / 0 | **Earthquake:** Deals 4 damage to all enemies. | Common | | **BA-A03** | Attack | 1 | 2 / 0 | **Stone Fist:** Deals 2 damage. | Common | | **BA-A04** | Attack | 4 | 6 / 0 | **Boulder:** Deals 6 damage. Costs 4 Energy. | Common | | **BA-D01** | Defense | 0 | 0 / 4 | **Shield Wall:** Gain 4 Defense for this turn. | Common | | **BA-D02** | Defense | 2 | 0 / 5 | **Iron Skin:** Gain 5 Defense permanently. Discard 1 card. | Common | | **BA-D03** | Defense | 1 | 0 / 2 | **Stand Firm:** Gain 2 Defense. Blocks 1 incoming damage. | Common | | **BA-D04** | Defense | 2 | 0 / 3 | **Taunt:** Gain 3 Defense. Stun 1 enemy for 1 turn. | Common | | **BA-U01** | Other | 2 | 0 / 0 | **Search:** Draw 1 card. Discard hand if > 5 cards. | Common | | **BA-U02** | Other | 3 | 0 / 0 | **Repair:** Heal 6 HP. | Common | | **BA-U03** | Other | 1 | 0 / 0 | **Rally:** Draw 1 card. Gain 1 Energy. | Common | | **BA-U04** | Other | 2 | 0 / 0 | **Loot:** Gain 5 Gold. | Common | ### 3.2. Class 2: The Wither (Theme: Rot and Burn) **Style:** Burn Damage, Debuff Control, Status Effects. Low HP, High AoE. | ID | Type | Cost | Stats (Atk/Def) | Ability | Rarity | | :--- | :--- | :--- | :--- | :--- | :--- | | **WI-A01** | Attack | 2 | 3 / 0 | **Fireball:** Deals 3 damage. Apply 1 Burn to target. | Common | | **WI-A02** | Attack | 3 | 4 / 0 | **Inferno:** Deals 4 damage. Applies 3 Burn. Costs 3 Energy. | Common | | **WI-A03** | Attack | 1 | 2 / 0 | **Ember:** Deals 2 damage. Deals 1 damage every turn to target. | Common | | **WI-A04** | Attack | 4 | 5 / 0 | **Pyre:** Deals 5 damage. All enemies take 1 damage next turn. | Common | | **WI-D01** | Defense | 2 | 0 / 3 | **Scorch Shield:** Gain 3 Defense. Block 1 Burn damage. | Common | | **WI-D02** | Defense | 1 | 0 / 1 | **Heat Resist:** Gain 1 Defense. Gain 1 Energy. | Common | | **WI-D03** | Defense | 2 | 0 / 4 | **Smoke:** Gain 4 Defense. Block 1 Burn damage. | Common | | **WI-D04** | Defense | 3 | 0 / 2 | **Endure:** Gain 2 Defense. Heal 2 HP. | Common | | **WI-U01** | Other | 2 | 0 / 0 | **Poison:** Apply 1 Poison to target. | Common | | **WI-U02** | Other | 3 | 0 / 0 | **Burn:** Deal 3 damage + 2 Burn to all enemies. | Common | | **WI-U03** | Other | 1 | 0 / 0 | **Slow:** Draw 1 card. Target cannot move next turn (Stun). | Common | | **WI-U04** | Other | 2 | 0 / 0 | **Wither:** Heal 5 HP. Reduce enemy Attack by 1. | Common | ### 3.3. Class 3: The Shroud (Theme: Shadow and Speed) **Style:** High Speed, Evasion, Assassination. High Crit, Low Defense. | ID | Type | Cost | Stats (Atk/Def) | Ability | Rarity | | :--- | :--- | :--- | :--- | :--- | :--- | | **SH-A01** | Attack | 2 | 4 / 0 | **Backstab:** Deals 4 damage. +1 Damage if target has no Armor. | Common | | **SH-A02** | Attack | 3 | 5 / 0 | **Shadow Bolt:** Deals 5 damage. Target cannot block. | Common | | **SH-A03** | Attack | 1 | 3 / 0 | **Silence:** Deals 3 damage. Target loses ability to use cards. | Common | | **SH-A04** | Attack | 3 | 6 / 0 | **Vengeance:** Deals 6 damage. Gain 2 Energy. | Common | | **SH-D01** | Defense | 3 | 0 / 2 | **Blur:** Gain 2 Defense. Ignore next attack. | Common | | **SH-D02** | Defense | 2 | 0 / 3 | **Step:** Gain 3 Defense. Gain 1 Energy. | Common | | **SH-D03** | Defense | 1 | 0 / 1 | **Evasion:** Gain 1 Defense. Skip enemy action. | Common | | **SH-D04** | Defense | 2 | 0 / 4 | **Phantom:** Gain 4 Defense. Ghost form for 1 turn. | Common | | **SH-U01** | Other | 1 | 0 / 0 | **Dash:** Gain 1 Energy. Skip enemy attack. | Common | | **SH-U02** | Other | 2 | 0 / 0 | **Teleport:** Move to back row. Deal 2 damage. | Common | | **SH-U03** | Other | 2 | 0 / 0 | **Hide:** Gain 1 Defense. Discard 1 card. Draw 2 cards. | Common | | **SH-U04** | Other | 3 | 0 / 0 | **Assassinate:** Deal 8 damage. Cannot be blocked this turn. | Common | --- ## 4. Enemy & Boss Design **Instruction:** Enemies are not card-based. They have **Health (HP)** and **Damage**. * **Floor 1 Enemies:** 20 HP / 3 Dmg. (Goblins, Rats). * **Floor 2 Enemies:** 30 HP / 5 Dmg. (Vampire Knights, Ogres). * **Floor 3 Enemies:** 40 HP / 8 Dmg. (Void Warriors, Cultists). * **Floor Bosses:** 80 HP / 15 Dmg. Unique mechanics per floor. * _Boss 1 (The Gatekeeper):_ Blocks 5 damage per turn until HP < 20. * _Boss 2 (The Corrupted):_ Deals 20 damage if you have < 3 Energy. * _Boss 3 (The Void Lord):_ 40 HP + 10 HP per turn (Regen). Cannot block. --- ## 5. Production & Logic Notes ### 5.1. Game State Data Structure * **Hero Object:** `{ HP, MaxHP, Energy, HandSize, Gold, Defense, Deck, EnemyDecks }` * **Card Object:** `{ ID, Type, Cost, Effect, Rarity, OwnerID }` * **Enemy Object:** `{ HP, Damage, Defense, Status: { Poison, Burn } }` ### 5.2. Shop Logic * **Inventory:** `Deck[CardID]` = 0. * **Shop Display:** If `Inventory[CardID] < 5`, display card. * **Transaction:** * If `Gold >= Cost`, decrement Gold. * If `Inventory[CardID] < 5`, increment `Inventory[CardID]`. * Add `CardID` to `Deck` pool. * **Cost Scaling:** `Cost = Base + (Count * 1)`. Max Cost Cap = 50 Gold. ### 5.3. Combat Resolution Script (Pseudocode) ```pseudocode function CombatTurn(Enemy, Player) { Player.DrawCard(); Player.PlayCards(Condition: Cost <= Player.Energy); for (Card c in Player.Hand) { if (c.Type == Attack) { Enemy.TakeDamage(c.Attack); Enemy.ApplyStatus(c.Status); } if (c.Type == Defense) { Player.GainDefense(c.Defense); if (c.HasTrigger) TriggerEffect(c); } if (c.Type == Other) { Player.GainEffect(c.Effect); } } Player.DiscardToMax(); Player.RecoverEnergy(1); // Enemy Turn Player.BlockDamage(c.Defense); // Apply Player Defense Enemy.DealDamage(Player.Health); if (Player.Health <= 0) GameOver(); if (Enemy.Health <= 0) GoldReward(); } ``` ### 5.4. Win/Loss Conditions * **Win:** Reach the "Victory Portal" after defeating Boss 3. * **Loss:** Player HP <= 0 in any room (Game Over). * **Fail State:** If Gold < 0, Player must wait for shop reset. * **Game End:** After Boss 3 death, display "Floor Cleared" and return to Main Menu. --- ## 6. User Interface & Art Direction (Requirements) ### 6.1. HUD Layout 1. **Top Bar:** Gold Count | Current Floor # | Boss Health. 2. **Left Side:** Player Card Hand (Max 5 cards). 3. **Center:** Enemy Sprite + HP Bar + Attack Range Indicator. 4. **Right Side:** Energy Meter + Gold Shop Button. 5. **Bottom:** Controls (Play/End Turn). ### 6.2. Color Coding * **Attacks:** Red/Orange glow. * **Defense:** Blue/Silver glow. * **Others:** Purple/Green glow. * **Burn/DoT:** Dark Yellow/Black. * **Void/Curse:** Dark Purple/Blue. ### 6.3. Asset List Requirements 1. **Hero Sprite:** 3 Static frames per Class (Idle, Attack, Hit). 2. **Enemy Sprite:** 2 Static frames per Enemy (Idle, Hurt). 3. **Card Backgrounds:** Dark Parchment texture (Black/Gold). 4. **UI Buttons:** Etched Metal texture (Dark Grey). --- ## 7. Implementation Checklist (Developer Use) * [ ] Implement Energy System (Regen/Spent logic). * [ ] Implement Card Resolution Order (Player Action -> Enemy Action). * [ ] Implement Gold Shop System (Cost Scaling). * [ ] Implement Status Effects (Burn/Poison/Stun). * [ ] Implement "Block/Defense" Math (Incoming - Defense). * [ ] Load 36 Cards into Starter Deck (12 per class). * [ ] Generate 20 Random Enemies based on Floor HP Scale. * [ ] Test Boss Logic (Boss 1: Tank, Boss 2: Burst, Boss 3: Regen). * [ ] Verify Endgame Win Condition.