Solanum

Solanum: A Short Turn-Based RPG/Card Battler

Solanum is a short turn-based RPG/card battler designed for Windows and macOS platforms. Originally created in 5 weeks as a prototype/demo for a larger senior thesis game, Solanum received an additional month of development focused on enhancing the user interface (UI) and user experience (UX). The game combines strategic card battles with RPG elements to provide players with a challenging and engaging gameplay experience.

In Solanum, players are immersed in a unique world where they must strategically navigate battles using a deck of cards and feathers that represent different abilities, spells, and move sets.

With a focus on intuitive UI and seamless UX, Solanum aims to provide players with a polished and enjoyable gaming experience. The extra month dedicated to refining the UI/UX aspects ensures that players can easily navigate the game, manage their cards, and immerse themselves in the captivating world of Solanum.

Experience Solanum, where strategy meets storytelling in a captivating blend of RPG and card battling gameplay.

Gameplay

In Solanum, the gameplay is inspired by most card battlers. Players play as the main character, Mateo, who must choose between saving his kingdom or his King.

The card sets given at the beginning of the battle is based on the feather which you select before starting the battle. You are given 4 choices of feathers which all have their own unique stats and move sets.

On a much bigger scale, the player will ideally battle up to 4 bosses, utilizing the feathers based on the opponents weaknesses and stats.

The cards given to the player can do either magic or physical damage. Some special cards allow the player to heal, delay the opponent, or advantage attack. Players can play cards based on their action points (each card has a different action point price).

This battle structure allows for players to strategize, but not spend too much time waiting for attacks/heals/buffs. My team and I wanted to create a mid-paced experience, so as to not disengage players (many card battlers/turn-based RPGs have similar criticisms due to the lack of fast pace playing).

Narrative/Dialogue

Dialogue was decided based on the dynamic between the King and Knight. Their relationship is portrayed as unhealthy, since they do have a looming power dynamic. Both characters love each other, but the King has become obsessive over keeping his knight by his side while draining the kingdom of it’s natural resources.

In this visual novel style story, the player must choose between leaving with the Knight’s good friend and comrade, or staying loyal to his King.

This choice is made once in the story, and most of the dialogue is used as exposure to the problem the Kingdom of Solanum is facing.

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