Signal Forge - Full Game Design Outline¶
1. Overview¶
Genre: Roguelike deckbuilder
Session length: 10 to 15 minutes
Platform: Web (desktop + mobile)
Core hook: Match waveform sequences to trigger powerful forge effects
2. Pillars¶
Sequence mastery: Order and timing matter as much as card choice
Deck tension: Repetition builds static; managing it defines strategy
Readable depth: Short runs, clear counterplay, fast iteration
3. Player Fantasy¶
You are a signal artisan crafting living waveforms
You bend combat by composing the right sequence under pressure
4. Core Loop¶
Enter a node encounter with a visible enemy pattern
Play cards to build a chain that matches the pattern
Trigger Forge Burst bonuses for perfect matches
Win and choose rewards (card, relic, currency)
Pick the next node on the map
Defeat boss node or fail and restart
5. Combat System¶
5.1 Turn Structure¶
Draw 5 cards per turn
Base energy: 3
Actions: play card, use relic (if active), end turn
Enemy intent visible each turn
5.2 Card Anatomy¶
Name, cost, waveform type, effect, rarity
Waveform types: Pulse, Sine, Saw, Noise
Keywords: Echo, Sustain, Overdrive, Stabilize, Glitch
5.3 Sequences¶
Each encounter exposes a required sequence (example: Pulse, Sine, Pulse)
Match sequence within a turn to trigger Forge Burst
Partial matches grant minor bonus
Sequence length scales per floor
5.4 Forge Burst¶
Powerful bonus effect triggered by full sequence match
Examples: deal bonus damage, gain shield, purge Glitch
Burst can chain if multiple sequences match in one turn
5.5 Tempo Meter¶
Builds on correct sequence steps
Decays on mismatch or end turn
At full, unlocks a Finisher card for one turn
5.6 Static and Glitch¶
Repeating the same waveform increases Static
Static threshold inserts Glitch cards into discard
Glitch cards are negative or dead draws
Stabilize effects reduce Static or purge Glitch
5.7 Damage and Defense¶
Health and Shield (Shield depletes first)
Shield decays by 1 each turn unless reinforced
Some cards convert Shield into damage
5.8 Targeting¶
Single target for most attacks
AOE only on rare or finisher cards
6. Progression¶
6.1 In-Run Rewards¶
Card choice (pick 1 of 3)
Relic choice (pick 1 of 3)
Currency nodes
Mod nodes (add Echo, reduce cost, add Sustain)
6.2 Meta Progression¶
Unlock new waveform families
Unlock starter decks
Cosmetic unlocks (card frames, VFX)
7. Map and Nodes¶
7.1 Map Structure¶
3 floors, each with 6 to 8 nodes
Branching paths with risk/reward
7.2 Node Types¶
Combat
Elite combat
Boss
Shop
Mod station
Rest node
Event node
7.3 Events¶
Trade health for relic
Remove a card
Duplicate a card with a curse
8. Cards¶
8.1 Card Pools¶
Common: core sequence builders
Uncommon: tempo builders and utility
Rare: forge burst enhancers and finishers
8.2 Example Cards¶
Pulse Strike (Pulse, cost 1, deal 6)
Sine Guard (Sine, cost 1, gain 7 shield)
Saw Rush (Saw, cost 1, deal 5 and draw 1)
Noise Spike (Noise, cost 2, deal 9, add 1 Static)
Stabilizer (Sine, cost 1, remove 1 Glitch)
Overdrive Coil (Pulse, cost 0, next card triggers twice)
9. Relics¶
9.1 Relic Categories¶
Tempo: increase tempo gain or finisher power
Stability: reduce Static or Glitch generation
Sequence: shorten required sequence or add wildcard
Economy: bonus currency or shop discounts
9.2 Example Relics¶
Oscillator Core: first Pulse each turn is free
Phase Shifter: one sequence step can be any waveform
Static Sink: remove 1 Static at end of turn
10. Enemies¶
10.1 Archetypes¶
Disruptors: add Glitch cards
Brutes: heavy single hits, low defense
Swarmers: multiple small hits, weak to AOE
Shielders: gain shield and punish long turns
10.2 Boss Concepts¶
The Modulator: changes sequence pattern every 2 turns
The Fault: adds Glitch each turn unless you match a perfect chain
11. Difficulty Scaling¶
Longer sequences on higher floors
Increased enemy intent complexity
Higher Glitch pressure from elites
12. Art Direction¶
Visual theme: industrial synth, oscilloscope UI
Shapes: sharp geometry, heavy linework, neon glow
Backgrounds: dark grid, subtle scanlines
Enemies: abstract machines with pulsing cores
13. UI/UX¶
Hand at bottom, enemy top center
Sequence tracker above hand
Tempo meter near end turn
Clear intent icons for enemies
Map overlay between fights
14. Audio¶
Adaptive synth score
Card play has waveform-specific click
Forge Burst adds a harmonic swell
Glitch adds static hiss
15. Controls¶
Desktop: click or drag cards; hotkeys 1-5
Mobile: tap to select, tap to play
16. Monetization (Optional)¶
Cosmetic card backs and VFX packs
No gameplay advantage purchases
17. Technical Notes¶
Canvas 2D or WebGL for effects
Deterministic RNG for replays
Seeded runs for leaderboard
18. MVP Scope¶
40 cards, 12 relics, 4 enemy archetypes, 1 boss
3 starter decks
Basic leaderboard: fastest clear and highest tempo chain
19. Metrics¶
25 percent of players clear a run after 3 attempts
30 percent return rate within 24 hours
Average session length 8 to 12 minutes
20. Risks and Mitigations¶
Risk: sequence system too complex
Mitigation: early nodes with short sequences and visual hints
Risk: Glitch feels punishing
Mitigation: give frequent stabilize options
Risk: mobile input friction
Mitigation: large play targets and generous drag thresholds