D
DyingSilence
Guest
Hello everyone!
I have a rather niche taste in games and one day, as i was joking around, i came up with merging Hearthstone and NetHack into one game. This was completely absurd, as the genres didn't match at all, and also Hearthstone relies heavily on it's juice, while vanilla NetHack is medialess.
But, the longer i was thinking through it, the more it made sense.
Both games are class based, and said classes are very similar to each other. Both games rely on randomness.
My idea of merging them so far:
The game would be a top-down turn based roguelike, in which in the single playthrough the player would represent one of the classes, each with it's own unique properties and cards. The player's inventory would be his or her deck and some spare cards to modify the deck. Everytime the player encounters an enemy, the card duel begins. Depleting the enemy's health finishes the encounter, giving the player some experience points, and sometimes dropping a minion card representing the just defeated enemy. But, when the duel is over, the player's health persists, potentially weakening him or her in the next battle.
The spell cards could be obtained by shopping, stealing or finding in chests.
Every enemy would be accurate to it's NetHack counterpart, for example:
A nymph as a dungeon monster steals cards from your inventory on touch, you need to kill it to get them back.
A nymph as a card duel opponent has a hero power (2) steal a random card from opponent's deck.
A nymph as a creature card has another card stealing effect.
I hope you get the idea.
While in the duel, instead of conceding there would be a run away option which would not always work, like in Pokemon games.
I think to present the game both in ASCII and traditional graphics.
Here's my super quick and early ASCII card design.
What do you think? Would you play the game?
I have a rather niche taste in games and one day, as i was joking around, i came up with merging Hearthstone and NetHack into one game. This was completely absurd, as the genres didn't match at all, and also Hearthstone relies heavily on it's juice, while vanilla NetHack is medialess.
But, the longer i was thinking through it, the more it made sense.
Hearthstone is a digital card game in which players collect cards, and having different collections from each other, try their best to build 30 cards decks using available cards and win duels against other players using those decks. The game is simple and allows fun interactions.
NetHack is a legendary roguelike game in which the player creates his or her character and tries to delve deep underground, retrieve a powerful amulet of gods and bring it back to the surface of the Earth. It's quite hard because:
a)decissions and events are irreversible - you can't load the game when you screw up, when you die, the character is deleted forever
b)the game is heavily randomized - you never know what lurks behind the corner, requiring you to be a truly skillful tactician, knowing how to improvise in hopeless situations
The game is well known for letting the player to try anything, no matter how unusual or stupid it is.
NetHack is a legendary roguelike game in which the player creates his or her character and tries to delve deep underground, retrieve a powerful amulet of gods and bring it back to the surface of the Earth. It's quite hard because:
a)decissions and events are irreversible - you can't load the game when you screw up, when you die, the character is deleted forever
b)the game is heavily randomized - you never know what lurks behind the corner, requiring you to be a truly skillful tactician, knowing how to improvise in hopeless situations
The game is well known for letting the player to try anything, no matter how unusual or stupid it is.
Both games are class based, and said classes are very similar to each other. Both games rely on randomness.
My idea of merging them so far:
The game would be a top-down turn based roguelike, in which in the single playthrough the player would represent one of the classes, each with it's own unique properties and cards. The player's inventory would be his or her deck and some spare cards to modify the deck. Everytime the player encounters an enemy, the card duel begins. Depleting the enemy's health finishes the encounter, giving the player some experience points, and sometimes dropping a minion card representing the just defeated enemy. But, when the duel is over, the player's health persists, potentially weakening him or her in the next battle.
The spell cards could be obtained by shopping, stealing or finding in chests.
Every enemy would be accurate to it's NetHack counterpart, for example:
A nymph as a dungeon monster steals cards from your inventory on touch, you need to kill it to get them back.
A nymph as a card duel opponent has a hero power (2) steal a random card from opponent's deck.
A nymph as a creature card has another card stealing effect.
I hope you get the idea.
While in the duel, instead of conceding there would be a run away option which would not always work, like in Pokemon games.
I think to present the game both in ASCII and traditional graphics.
Here's my super quick and early ASCII card design.
What do you think? Would you play the game?