Introducing Items for Clockwork

in Splinterlands13 hours ago (edited)

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Few weeks before launch I felt my game needed something more, more gold sinks and more strategic depth, something players can work towards and feel massively rewarded when they unlock it. Item cards is what I needed, checks both marks, so I started implementing 21 item cards that modify your team compositions and strengthen them or counter enemy ones. Item cards are not NFTs, your account unlocks them with premium currency or with ingame earnable gold and are soulbound. Items cost mana, lower powered ones cost 2 mana and stronger 4 mana, depending on testing I might change mana costs but this feels right.

items

Here is an example how one of the stronger summon specialized items can modify your summons. Summons are special cards that appear after 2 rounds and need a summoner to summon them. Every summoner has unique summons (it is a two cards card essentially), some summons have charge, sneak, double attack, ranged and magic attacks. They have low hp and are mostly there to block enemy sneak cards and in some rules perhaps win you a game. But with this item they gain +2 magic attack which modifies their attacks and are now a serious threat on the board.

summon

There are many more interactions like this in the game and I plan to release more over time. It gives another strategic layer to the game and enriches it. It is a quite fun new system. Anyway game is coming out soon, I am making last preparations for Immutable zkEVM mainnet. It will be out before you know it.

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