Equip Mechanics & Dungeon Progression
Once I decided against using traditional Attack and Defense values for weapons, equipment design naturally shifted toward effects and abilities instead. Rather than simply increasing numbers, I wanted armaments to create interaction, counterplay, and strategic opportunities.
One of the earliest examples of this philosophy came from the relationship between the Hound and the Archer within the game’s lore. Their interactions led to the creation of the Aegis, a shield-based armament designed entirely around defensive timing and player prediction; increasing counter play for more interaction during both player’s turns.
The Aegis can be equipped preemptively to protect an important card, or it can be held in the player’s hand for a last-second response. An opponent may believe they have successfully cleared the board with a Maneuver, only for the shield to completely redirect the outcome. That interaction was important because it prevented players from feeling helpless against powerful offensive turns while simultaneously introducing uncertainty into combat.
Even the possibility of the shield existing in a player’s hand changes how opponents approach the game. In many ways, this creates a feeling similar to a “check” in Chess, where both players must constantly evaluate hidden threats and possible responses before committing to an action. It also mirrors moments in UNO where a player must gamble everything on whether their opponent has the correct card remaining in hand.
As equipment continued to evolve, I realized certain armaments should belong exclusively to specific Orders rather than functioning as universal upgrades. The dagger, for example, was designed specifically for the Assassin. Once that connection was established, it no longer made sense for every Order to benefit equally from wielding one. Likewise, it felt visually and mechanically strange for a heavily armored Knight to rely on a dagger in battle.
This led to the creation of exclusive equipment interactions tied directly to lore and identity. Swords became associated with Royal Orders such as the Knight and Sovereign, reinforcing their role within the kingdom’s military structure. The sword itself became known as Infantry, a weapon designed to always remain ready for battle. If discarded, it can immediately re-equip itself to a Royal Order, reinforcing both its thematic identity and gameplay utility.
The Knight wielding Infantry also changes its battlefield role entirely, allowing it to challenge non-Royal Orders such as Hounds, Paladins, or Alchemists. The weapon is not simply adding damage; it is granting new functionality and expanding strategic possibilities.
This philosophy was heavily inspired by The Legend of Zelda and its approach to dungeon progression. In Zelda, progress is often impossible without the correct tool. A dungeon may require bombs to break walls, a hookshot to cross gaps, or a special item to reveal hidden paths. I wanted equipment in my game to create that same feeling of progression and sequencing.
The Assassin requires a dagger to threaten the Sovereign. The Knight requires Infantry to challenge specific enemies. Advancement is not determined by larger numbers, but by assembling the correct tools in the correct order.
In that way, armaments are less about boosting statistics and more about unlocking possibilities.