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(2 edits)

I have a few ideas. I never really thought of it as a token system before, but yeah this reminds me of games like Slay the Spire or Darkest Dungeon. Thinking outside of that though, what if tokens themselves got a little weird? Like:

  • a heavy token that hurts you if you don’t spend it,

  • fusing two tokens together into a one-off move,

  • the environment spitting out special tokens (lava = fire token, swamp = sticky token),

  • or even tokens that “evolve” the more you use them.

Stuff like that might keep the combat fresh without piling on too many rules.

So with generic tokens right now:

  • Spend 1 token → choose Kick or Slash → deal normal damage.

With special tokens:

  • Spend 1 Fire token → Kick or Slash → applies fire effect (extra burn damage).

  • Spend 1 Heavy token → Kick or Slash → stronger hit, but maybe costs stamina/HP.

  • Spend 1 Sticky token → Kick or Slash → move goes through, but the token lingers into next turn, eating a slot in your hand.

It’s like you’re “socketing” the token into the move. The move stays the same (Kick/Slash), but the token modifies it. That keeps the system familiar but suddenly you’ve got variety without adding more buttons.

I did some quick brainstorming with my AI tools and came up with a few lightweight ways you could wire this up in Unity without a big refactor:

  • Token data as ScriptableObjects: one TokenType SO (name, cost, icon, tags like Heavy/Fire/Sticky, simple effects). Runtime Token just points to that SO and tracks uses/level.

  • Hand/turn loop: a HandManager that holds the hand + tokensThisTurn, with tiny end-turn checks (no systems rewrite).

  • Heavy tokens: if a Heavy token isn’t spent by end of turn, apply a small penalty or make it cost +1 next turn. Super simple flag check.

  • Fusion: keep a tiny recipe table (e.g., Kick + Defend → Counter). If the player selects a valid pair, remove both, add the fused one-shot token.

  • Environment tokens: a little EnvironmentZone component that, on turn start, rolls a chance to add a special token (lava → Fire, swamp → Sticky) or occasionally “eat” one.

  • Evolution: when a token is played, increment uses; at thresholds swap its TokenType to an upgraded SO (e.g., Slash → Slash_Lv2 with a bit of bleed).

Basically: 1 SO type, 1 hand manager, a couple end-turn rules, and you’re off. Keeps it modular and easy to tweak in the Inspector.


What do you think?

(+1)

That's a lot of ideas you have put on this post. Lovely ideas man and this would really help improve the depth of the battle system on how user manage which tokens should be saved for later battles. Let me take note of these and I'll keep everyone posted how things will push forward.