4.0 KiB
4.0 KiB
Tetra Tactics
Summary
Tetra Tactics is a strategic roguelike tower-defense. The player defends their position by building modular structures (tetraminos) and exploiting their sinergies while waves of enemies fall from above.
Experience
Primary Feeling: The satisfaction of strategic planning combined with the thrill of narrowly avoiding disaster ("just barely made it"). The player should feel clever and resourceful.
A single encounter has a duration of ~10 minutes, or in general a short duration.
Depth emerges from the interaction between shape, positioning, timing, and build choices.
Inspiration
- Ball Pit
- 9 Kings
- Drop Duchy
- The King Is Watching
- Vampire Survivor
Design Pillars
- Exploiting Sinergies: breaking the game is fun
- Modular Depth: simple tetromino rules combine in unexpected ways; complexity emerges naturally from interaction
- Consequence & Clarity: threats are telegraphed clearly; every placement has visible impact; failure is immediate and understandable
- Momentum & Escalation: each successful wave grows your toolkit and unlocks new synergies; pressure mounts steadily without overwhelming
Encounter Loop
- Telegraph: Warning indicators show where next wave enemies will fall.
- Build & Adapt:
- Draft new shapes (randomly offered).
- Place/Rotate units on persistent board.
- Trigger Synergies: Adjacency bonuses light up (Visual Feedback).
- Resolution:
- Enemies fall/attack.
- Towers fire.
- Player repositions shapes in real-time to dodge incoming fire.
- Player can active a the main tower skill
- Outcome:
- Defense Breached: Lose Health (Punishment).
- Defense Holds: Gain Gold/XP.
- Evolution: Buy upgrades or Mutate blocks (Synergy scaling). Threats escalate automatically.
- Repeat until Death or Victory.
Progression & Motivation
Encounter Goals
- Encounters consist of a variable number of waves (RNG-driven difficulty/length)
- Some encounters feature mini-bosses mid-run
- The final encounter of a scenario is a boss fight
Player Motivation Arc
- Moment-to-Moment: Hit synergies, exploit combinations, survive threats ("feeling clever")
- Single Run: Build scaling through gold; adapt to random shapes; defeat mini-bosses and scenario bosses
- Long-Term (Meta): Unlock new block types and permanent perks across runs; expand synergy possibilities; enable new strategies in future runs
Permanent Progression
- Unlockable Blocks: New tetromino types unlock over time, creating fresh synergy combinations
- Unlockable Perks: Passive bonuses that persist across runs, increasing player power and enabling riskier strategies
- Progression feeds back into motivation: "What can I break with this new block?"
Core Mechanics
- Tetromino Placement & Rotation: Spatial puzzle element; player chooses positioning and orientation on grid
- Adjacency Synergies: Shapes trigger bonuses when placed next to complementary pieces; core depth driver
- Persistent Board State: Board carries between waves; placement decisions compound and escalate over time
- Shape Drafting (Random): Player selects from randomly offered tetrominos or mutations; forces adaptive strategy
- Real-Time Repositioning: During enemy attack, player moves shapes to dodge and optimize defense in slow motion
- Encounter Market: Shapes or Upgrades purchased with gold; modify base stats and effects;
- Resource Economy: Gold collection from successful waves → purchases upgrades/mutations; paces progression
- Automatic Wave Escalation: Threats increase autonomously each wave; creates growing pressure
- Enemy Telegraph: Visible threat indicators before waves; enables defensive planning
- Mini-Bosses & Bosses: Special encounters with unique attacks that twist standard wave mechanics
- Perk System: Permanent unlocks that affect all game state (damage, costs, synergy bonuses, etc.); unlock through meta-progression