Posted January 10, 2025 by Layoff Games
This is a part 2 of Generating Cards in Starfire Skies, check it out first if you would like.
In a Deckbuilder, simple goals lead to simple cards and straightforward gameplay. In Starfire Skies, the main goal is to put on an exciting firework show for the audience. But how can we ensure this simplicity while keeping the game engaging?
To design satisfying and simple choices, I took inspiration from Slay the Spire. In that game, cards either defend against immediate threats or attack to achieve long-term goals. What if fireworks functioned the same way?
This led to the idea of two distinct types of demands:
This creates a fundamental strategic choice: address immediate threats or build toward a powerful payoff. However, with only two zones for placing cards and two demand types, the variety felt a bit flat. That’s when I introduced another layer—demand colors.
To enhance engagement and diversify strategies, demands are now tied to colors: red, blue, green, yellow, and a colorless type that matches all colors.
But how do we ensure flexibility? Should every card generate only a fixed color, or should players have a way to modify colors dynamically?
To introduce an extra layer of decision-making, I added gems—a resource used to "pay" for playing cards.
The Orb vs. Starfire mechanics provide a clear yet engaging structure for card play.
By blending immediate urgency with long-term planning, Starfire Skies creates dynamic, rewarding gameplay that makes each firework show a thrilling experience!