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Card Land

An open world and exploration system similar to Legend of Zelda Breath of the Wild. An ability system similar to Mega Man Battle Network and Castlevania: Sorrow implemented like Dragon Ball Xenoverse. And so


The Story:

In the world of imagination, humanity's thoughts, feelings, ideas, desires, and fantasies become cards, which in turn become physical things and constitute the entirety of the world. However, humanity's evil thoughts give birth to dangerous cards and monsters that seek to destroy all that is around them. You've discovered a Binder, a magical book that allows one from the real world establish a connection with and enter the world of imagination as a Player and, using the said binder, is able to collect, store, and use cards to explore and traverse the world as you see fit.

Basic Mechanics:

The Player moves around with the WASD keys, jumps and climbs with the space bar. Looks around with the mouse. Locks on to certain points, characters, and objects with the shift key. Crouches and sneaks with the Q key. Runs, dives, and rolls with the E key. And performs general interactions such as talking with NPCs, picking up, placing or throwing with the F key. The Esc key activates the Player Menu (Binder). The HM determines how much the damage the player can take before dying. The AM determines how many actions can be performed at one time. The SM determines how many abilities can be active at one time with more powerful abilities taking up more of it.


Cards are collected throughout the game worlds and are the primary mechanic that determines the player's actions. Each card has a limited number of uses so once used up they must be found again in the game worlds. All cards are stored in the Binder with more pages being available through progression. Cards come in seven varieties. Action cards give the player new abilities such as slashing with a sword, shooting a gun, breathing fire, limited flight or rolling like a ball.  Tactical cards create independent objects or events that may or may not help the player such as creating a sticky bomb that passes onto whomever the victim attacks first, an area where fire attacks harm the user, a levitating platform, or a springboard-like area that launches whatever touches it in the opposite direction. Technical cards only activate under certain conditions, like insta-killing an enemy if their HM is low enough, pacifying all monsters until the Player makes an attack, or making the player explode if hit by a melee attack. Guardian cards are NPC's that assist the player and are lost when their HM drops to 0. This can include a horse, a robot that alerts to stealthy enemies, or a god of destruction that shoots an annihilation beam at what the character is locked onto. Style cards endow Players with bonuses, resistances, armor, and passive abilities and lose used when the Player is damaged. This includes allowing the player to walk on lava, hovering above the ground when the jump button is held or giving electrical damage to foes being hit with melee attacks. Material cards are one use cards with a variety of effects, like recovering the HM, crafting other cards, forming platforms in water, exploding on contact with the ground, or glowing in the dark. Location cards serve as maps, information references, and travel portals to the various game worlds, as such, they have unlimited uses and are discovered by exploring. All non-location cards can be assigned to buttons 1-0 (The Hand) in the binder and are activated by pressing their respective button. However, cards 1 and 2 can be activated using the mouse buttons and are recommended to hold high-use, Low cost, low delay attack, and defense Cards. Powerful cards take up more of the AM and require more of the SM to be placed in the Hand.


The player's Level is the primary standard when determining the success and results of actions such as damage from attacks, jump height, sneak effectiveness, and movement speed. The Player's Level is dictated by their Cumulative Point Count (or CPC). Points are earned by doing various things like killing monsters, solving quests, collecting treasures and selling things. Points are also used as currency when dealing with NPC's, however, the CPC is not lowered by spending Points. When the player reaches a certain threshold on their CPC, they level up. The first level up requires 100 points and any level up after that is equal to the last threshold added to the current level x100. So to reach level five you would need 1000. Once someone levels up they also get three Upgrade Points or UGs to spend in one of five Attributes that multiply off of the Level. Each UG invested in one Attribute adds 1%  to the effectiveness of actions associated with that Attribute. Power deals with melee attack damage, armor effectiveness, and the Hit Meter (or HM). Energy deals with movement speed, ranged attack damage, block effectiveness, and the Act Meter (or AM). Wisdom deals with special attack damage, evasion effectiveness, crafting bonuses, and the Special Meter, or SM. Courage handles the player's resistance to and effectiveness of status ailments and additions brought on by Cards. Instinct Increases the effectiveness of Critical Hits ( base 2x) and reductions brought on by cards.

Misc. Information:

Cards are gathered by killing monsters, solving puzzles and completing challenges at points of interest, bought in shops, crafted or found out in the open. Critical hits can be completed by either attacking a foe when they are unaware of you or their weak point. Monsters exist in a certain number of groups or hybrids of groups that are resistant or vulnerable to the Six Card Natures (Earth, Air, Water, Fire, Light, Dark.) In different amounts. Each resistance for both Players and monsters are calculated in terms of quarters with the least resistance to the damage being x1.75  and the most resistance being x0.25.


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Last updated 04/16/19
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