It’s Time to Talk About TOEMS: Tales Of Enchanted Mage Skirmishes
I’ve made a strategic decision to develop this project on itch.io. To mark this, I’ve gathered all my thoughts and plans in one place. I’ve also returned to pixel art (tactical JRPG-like), which I believe will allow for quicker mechanic testing and help us build a version for mobile devices when playtesting time comes. So, let’s dive in!
Tales Of Enchanted Mage Skirmishes
Genre: Turn-based Tactical RPG with Collecting Elements
Platforms: PC & Mobile Client (Shared Account)
TOEMS is a tactical game where mages adjust their stats to shift the dynamics of battle in really significant ways.
What is TOEMS?
TOEMS is a game focused on tactical duels between mages. The battles take place on small hexagonal maps (around 8x10 tiles), designed for fast, competitive PvP gameplay.
Each mage is characterized by simple unit-sized stats like:
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Health (how many hearts)
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Speed (how many moves)
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Power (how much mana)
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Vision (how many tiles they can see), and more.
There are no percentages or complex math involved — just small, simple numbers that make every decision matter.
(At level 1, all stats start at 1.)
Each mage comes with one buff spell and one debuff spell. For example, a +Vision buff and a -Power debuff.
All units can attack for 1 damage in melee, cast spells within Y tiles, and see within N tiles.
How does it play?
In TOEMS, all stats are equally important. For instance, if you have 1 Power and a debuff is placed on you, you won't be able to cast any spells.
This opens up a variety of strategic builds and synergies:
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Build a team focused on draining Speed, ensuring the enemy can't reach you.
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Alternatively, create a hyper-fast melee mage supported by two other units that apply buffs.
Sounds simple, right? Well, let's take it a step further with two different progression systems: Fast XP and Slow XP.
Fast XP vs. Slow XP
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Fast XP is gained during battle by defeating enemy units. Once enough is collected, the mage levels up and gains +1 to any stat of your choice.
(Maps may include neutral mobs for some early-game skirmish XP too.) -
Slow XP is awarded to all mages on the winning team after a match. It gives a permanent stat bonus — meaning the mages will start the next battle with stronger stats.
Fast XP grows arithmetically (1, 2, 3, 4...), while Slow XP scales geometrically (1, 2, 4, 8, 16, 32...).
Current Development Status
✅ Core game architecture and battle logic implemented
✅ Early level with placeholder assets
🛠️ Now working on:
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Implementing spell effects and dynamic map visuals
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Developing AI for basic enemy behavior
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Setting up online lobbies for PvP
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Creating a ranking system
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Building a save system to allow players to collect and level up their mages
What’s Planned Long-Term?
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A full single-player campaign (still exploring how it will work)
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More experimental mechanics like hex alterations, necromancy, vampirism, etc.
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Summonable creatures — non-levelling units with unique abilities
(e.g. dragons with multi-tile attacks, while mages cast on 1 tile) -
Aura system — passive +1 stat buffs to nearby units within aura range
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Expanded mage customization — wearable items that modify stats, abilities, or even alter their role/class
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