![](https://static.wixstatic.com/media/26c5ff_3d9e21e01100429f8bbfeb947d34259d~mv2.png/v1/fill/w_1548,h_1300,al_c,q_95,enc_avif,quality_auto/26c5ff_3d9e21e01100429f8bbfeb947d34259d~mv2.png)
Focus of the project:
- Experimenting, doing something new and fresh
( We wanted to experiment on the idea of a Strategy Luck based)
- Level design in a Strategy game
(Making the boards and designing patterns)
- Programming complex systems not based on physics.
(Deck Builder, Patterns and cards systems for random)
![BaseCard.png](https://static.wixstatic.com/media/26c5ff_c9b0638aea9c4242a0f916b5fbbcac66~mv2.png/v1/fill/w_333,h_172,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/BaseCard.png)
My work
HUD and UI
I made most of the Signs / feedback of the board ( attack patterns ) and the HUD. It was a really different experience from Tweeps, since Strategy and Card games tend to have a lot of texts and information. I did numerous iterations of the HUD before making the final version that I felt was cleaner. A good example is the format of the card that follows the isometric board for easier reading.
![UI HUD.png](https://static.wixstatic.com/media/26c5ff_b578549fc2d941ff97a346f81f95aa2e~mv2.png/v1/fill/w_600,h_338,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/UI%20HUD.png)
![Draw.ioà.png](https://static.wixstatic.com/media/26c5ff_646a6d77bd694e90b5ad5a900603d785~mv2.png/v1/fill/w_569,h_344,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Draw_io%C3%A0.png)
Level Design and Balancing
We made the first prototype of the game in excel and Draw.io. We tried to balance most of the cards before building the game on Unity since it was a concept without a lot of reference. Before even starting coding we where able to know the shape of the boards, the number of movements each cards could give and most of the special cards. It was a really good learning experience plus, we saved a lot of time using this method.