What’s working, and what’s still in the notebook
Characters, relics, and items are now part of the prototype. The bigger run structure is still something I’m figuring out.
- Characters
- Relics
- Future
Updated September 20, 2026 to reflect the current prototype. Original entry date retained.
The original design notes contain far more ideas than this game needs right now. I’m treating them as a place to explore, not a promise to implement everything. The useful test is whether an idea makes a run more interesting to play.
Characters now have working passives and encounter skills. Vampire builds healing through hits, Warden gets Guard from target banks, and Occultist can recruit an enemy. Their numbers and limits are still changing as the encounters get tested.
Relics last through a run, while inventory items give you limited-use decisions. Some deliberately borrow a smaller piece of a character’s ability. I like the possibility of finding a little of another play style without making the character choice irrelevant.
A branching map is still part of the direction I want to explore, along with different environments and eventually more board layouts. RuneDice is an inspiration for how I imagine the battle and journey fitting together. BattleBall’s own pinball shots and return paths need to shape what that becomes.
For now, I’m concentrating on making the existing encounter loop readable and worth replaying. More ideas can wait until that foundation feels right.