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Major changes: - Created docs/skills.md with comprehensive skill system documentation - Rewrote skill-evolution.ts with new upgrade tree structure: - Upgrades organized in branching paths with prerequisites - Each choice can lead to upgraded versions at future milestones - Support for upgrade children and requirement chains - Added getBaseSkillId and generateTierSkillDef helper functions - Fixed getFloorElement to use FLOOR_ELEM_CYCLE.length - Updated test files to match current skill definitions - Removed tests for non-existent skills Skill system now supports: - Levels 1-10 for most skills, level 5 caps for specialized, level 1 for research - Tier up system: Tier N Level 1 = Tier N-1 Level 10 in power - Milestone upgrades at levels 5 and 10 with branching upgrade trees - Attunement requirements for skill access and tier up - Study costs and time for leveling
511 lines
16 KiB
Markdown
Executable File
511 lines
16 KiB
Markdown
Executable File
# Mana Loop - Game Systems Analysis Report
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**Generated:** Task ID 24
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**Purpose:** Comprehensive review of all game systems, their completeness, and "feel"
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---
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## Executive Summary
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Mana Loop is an incremental/idle game with a time-loop mechanic, spellcasting combat, equipment enchanting, and attunement-based progression. The game has solid core mechanics but several systems feel incomplete or disconnected from the main gameplay loop.
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**Overall Assessment:** ⚠️ **Needs Polish** - Core systems work but lack depth and integration
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---
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## System-by-System Analysis
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### 1. 🔮 Core Mana System
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**Status:** ✅ **Complete & Functional**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Mana Regeneration | ⭐⭐⭐⭐⭐ | Well-implemented with upgrades affecting it |
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| Mana Cap | ⭐⭐⭐⭐⭐ | Clear scaling through skills |
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| Click Gathering | ⭐⭐⭐⭐ | Works but feels less important late-game |
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| Mana Types | ⭐⭐⭐⭐ | Good variety (18 types) |
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| Compound Mana | ⭐⭐⭐⭐ | Auto-unlocks when components available |
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**What Works Well:**
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- Clear progression: raw mana → elemental mana → compound mana
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- Attunements provide passive conversion
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- Incursion mechanic adds urgency late-loop
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**What Feels Lacking:**
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- Limited use cases for many mana types
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- Compound mana types unlock automatically but feel disconnected from gameplay
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- No meaningful choices in which mana to generate/prioritize
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- Exotic elements (void, stellar, crystal) are very difficult to unlock
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**Suggestions:**
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1. Add spells that specifically use compound/exotic elements
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2. Allow players to choose which elements to generate from attunements
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3. Add "mana conversion" buildings/upgrades that transform elements
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---
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### 2. ⚔️ Combat/Spire System
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**Status:** ⚠️ **Partially Complete**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Floor Scaling | ⭐⭐⭐⭐⭐ | Good HP progression |
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| Spell Casting | ⭐⭐⭐⭐ | Cast speed system works well |
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| Elemental Weakness | ⭐⭐⭐⭐ | Opposing elements deal bonus damage |
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| Guardian Fights | ⭐⭐⭐⭐ | Unique perks add flavor |
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| Pact System | ⭐⭐⭐⭐⭐ | Excellent incentive to progress |
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**What Works Well:**
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- Guardian pacts provide permanent progression
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- Each guardian has unique perks that feel impactful
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- Descent mechanic prevents easy farming
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- Barrier system on guardians adds tactical depth
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**What Feels Lacking:**
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- No active combat decisions - purely automatic
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- Floor HP regeneration can feel frustrating without burst damage
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- Limited spell selection (only from equipment)
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- No enemy variety beyond floors/guardians
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- Combo system exists in types but isn't actually used
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**Critical Gap - Combo System:**
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```typescript
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// From types.ts - combo exists but isn't used
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combo: {
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count: number;
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maxCombo: number;
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multiplier: number;
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elementChain: string[];
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decayTimer: number;
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}
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```
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The combo state is tracked but never affects gameplay. This is a dead system.
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**Suggestions:**
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1. Implement combo multiplier affecting damage
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2. Add enemy types with different weaknesses
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3. Allow manual spell selection mid-combat
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4. Add tactical choices (focus fire, defensive casting, etc.)
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---
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### 3. ✨ Enchanting System (Enchanter Attunement)
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**Status:** ✅ **Complete & Well-Designed**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Design Stage | ⭐⭐⭐⭐⭐ | Clear, intuitive UI |
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| Prepare Stage | ⭐⭐⭐⭐ | Good time investment |
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| Apply Stage | ⭐⭐⭐⭐ | Mana sink feels appropriate |
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| Effect Variety | ⭐⭐⭐⭐ | Good selection of effects |
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| Spell Granting | ⭐⭐⭐⭐⭐ | Primary way to get spells |
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**What Works Well:**
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- 3-stage process (Design → Prepare → Apply) feels meaningful
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- Effect research system provides clear progression
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- Spells come from equipment - creates itemization
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- Disenchanting recovers some mana
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**What Feels Lacking:**
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- Effect capacity limits can feel arbitrary
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- No way to preview enchantment before committing
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- No rare/special enchantments
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- Enchantment effects feel same-y (mostly +stats)
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**Suggestions:**
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1. Add "rare" effect drops from guardians
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2. Allow effect combining/stacking visually
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3. Add visual flair to enchanted items
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4. Create set bonuses for themed enchantments
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---
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### 4. 💜 Invoker/Pact System
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**Status:** ⚠️ **Conceptually Complete, Implementation Lacking**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Pact Signing | ⭐⭐⭐⭐ | Time investment, meaningful choice |
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| Guardian Perks | ⭐⭐⭐⭐⭐ | Unique and impactful |
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| Pact Multipliers | ⭐⭐⭐⭐ | Clear progression |
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| Invoker Skills | ⭐⭐⭐ | Skills exist but category is sparse |
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**What Works Well:**
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- 10 unique guardians with distinct perks
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- Pact multiplier system rewards guardian hunting
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- Each pact feels like a real achievement
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**What Feels Lacking:**
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- **No Invocation category spells/skills defined**
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- Invoker attunement has no primary mana type
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- Limited invoker-specific progression
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- Once you sign a pact, interaction ends
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**Critical Gap - Invocation Skills:**
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```typescript
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// From SKILL_CATEGORIES
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{ id: 'invocation', name: 'Invocation', icon: '💜', attunement: 'invoker' },
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{ id: 'pact', name: 'Pact Mastery', icon: '🤝', attunement: 'invoker' },
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```
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Looking at SKILLS_DEF, there are **NO skills** in the 'invocation' or 'pact' categories! The attunement promises these categories but delivers nothing.
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**Suggestions:**
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1. Add Invocation skills:
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- Spirit Call (summon guardian echo)
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- Elemental Channeling (boost pact element)
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- Guardian's Boon (enhance perks)
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2. Add Pact skills:
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- Pact Binding (reduce signing time)
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- Soul Link (gain mana from guardian defeats)
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- Pact Synergy (combine perk effects)
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3. Allow upgrading existing pacts
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---
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### 5. ⚒️ Fabricator/Golemancy System
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**Status:** ❌ **NOT IMPLEMENTED**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Golem Defs | ❌ | GOLEM_DEFS does not exist |
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| Golem Summoning | ❌ | No summoning logic |
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| Golem Combat | ❌ | Golems don't fight |
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| Crafting Skills | ⚠️ | Only in constants, not evolved |
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**Critical Gap:**
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```typescript
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// From types.ts - these exist
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export interface GolemDef { ... }
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export interface ActiveGolem { ... }
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// In GameState
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activeGolems: ActiveGolem[];
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unlockedGolemTypes: string[];
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golemSummoningProgress: Record<string, number>;
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```
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But GOLEM_DEFS is referenced nowhere. The entire golemancy system is **stub code**.
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**What Should Exist:**
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1. GOLEM_DEFS with 5-10 golem types
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2. Golem summoning logic (earth mana cost)
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3. Golem combat integration (they fight alongside player)
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4. Golem variants (earth + fire = magma golem)
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5. Golem equipment/crystals for customization
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**Suggestions:**
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1. Implement basic earth golem first
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2. Add golem as "pet" that attacks automatically
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3. Golems should have limited duration (HP-based)
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4. Crystals can enhance golem stats
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---
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### 6. 📚 Skill System
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**Status:** ⚠️ **Inconsistent**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Skill Categories | ⭐⭐⭐⭐ | Good organization |
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| Study System | ⭐⭐⭐⭐⭐ | Clear time investment |
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| Evolution Paths | ⭐⭐⭐⭐⭐ | 5 tiers with choices |
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| Upgrade Choices | ⭐⭐⭐⭐ | Meaningful decisions |
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**What Works Well:**
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- 4 upgrade choices per milestone (2 selected max)
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- Tier progression multiplies effects
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- Study time creates opportunity cost
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**What Feels Lacking:**
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- Many skills have no evolution path
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- 'craft' category is legacy/unclear
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- 'effectResearch' is scattered
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- Some skills do nothing (scrollCrafting, fieldRepair)
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**Dead Skills:**
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```typescript
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// In SKILLS_DEF but not implemented
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scrollCrafting: { ... desc: "Create scrolls..." }, // No scroll system
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fieldRepair: { ... desc: "+15% repair efficiency" }, // No repair system
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```
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**Suggestions:**
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1. Remove or implement scrollCrafting/fieldRepair
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2. Add evolution paths to all skills
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3. Consolidate effectResearch into clearer tree
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4. Add skill synergies (combining skills = bonus)
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---
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### 7. 🎯 Attunement System
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**Status:** ⚠️ **Good Concept, Incomplete Execution**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Concept | ⭐⭐⭐⭐⭐ | Class-like specialization |
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| Enchanter | ⭐⭐⭐⭐⭐ | Fully implemented |
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| Invoker | ⭐⭐ | Missing skills |
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| Fabricator | ⭐ | Missing golemancy |
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| Leveling | ⭐⭐⭐⭐ | Good XP scaling |
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**What Works Well:**
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- Enchanter attunement is complete and functional
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- Attunement XP through gameplay feels natural
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- Level-scaled conversion rates
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**What Feels Lacking:**
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- Invoker and Fabricator unlock conditions unclear
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- Invoker has no Invocation/Pact skills
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- Fabricator has no golemancy implementation
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- Only 3 attunements, no late-game options
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**Unlock Mystery:**
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```typescript
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// From attunements.ts
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invoker: {
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unlockCondition: 'Defeat your first guardian and choose the path of the Invoker',
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// But no code checks for this condition
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}
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```
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**Suggestions:**
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1. Add clear unlock triggers in code
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2. Implement missing skill categories
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3. Add 4th attunement for late-game (Void Walker?)
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4. Create attunement-specific achievements
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---
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### 8. 🏆 Achievement System
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**Status:** ✅ **Defined But Passive**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Definitions | ⭐⭐⭐⭐ | Good variety |
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| Progress Tracking | ⭐⭐⭐ | State exists |
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| Rewards | ⭐⭐ | Mostly insight |
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**What Works Well:**
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- Categories organized (mana, combat, progression)
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- Progress tracked in state
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**What Feels Lacking:**
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- Achievements don't unlock anything unique
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- No visual display of achievements
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- Rewards are passive (insight)
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- No hidden/challenge achievements
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**Suggestions:**
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1. Add achievement-locked cosmetics/titles
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2. Create achievement showcase UI
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3. Add challenge achievements (speedrun, no-upgrade, etc.)
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4. Unlock effects through achievements
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---
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### 9. 📦 Equipment System
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**Status:** ✅ **Complete**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Equipment Types | ⭐⭐⭐⭐ | 8 slots, 40+ types |
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| Capacity System | ⭐⭐⭐⭐⭐ | Clear limits |
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| Rarity | ⭐⭐⭐ | Exists but cosmetic |
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**What Works Well:**
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- 8 equipment slots provide customization
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- Capacity system limits power creep
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- Equipment grants spells
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**What Feels Lacking:**
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- Equipment only comes from starting gear
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- No way to craft equipment (except from blueprints)
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- Rarity doesn't affect much
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- No equipment drops from combat
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**Critical Gap - Equipment Acquisition:**
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Players start with:
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- Basic Staff (Mana Bolt)
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- Civilian Shirt
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- Civilian Shoes
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After that, the ONLY way to get equipment is:
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1. Blueprint drops from floors (rare)
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2. Craft from blueprint (expensive)
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There's no consistent equipment progression!
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**Suggestions:**
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1. Add equipment drops from floors
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2. Create more crafting recipes
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3. Add equipment merchant/shop
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4. Allow equipment upgrading
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---
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### 10. 🔁 Prestige/Loop System
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**Status:** ✅ **Complete**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Loop Reset | ⭐⭐⭐⭐⭐ | Clear, saves insight |
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| Prestige Upgrades | ⭐⭐⭐⭐ | Good variety |
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| Memory System | ⭐⭐⭐ | Keeps some progress |
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| Victory Condition | ⭐⭐⭐⭐ | Defeat floor 100 guardian |
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**What Works Well:**
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- 30-day time limit creates urgency
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- Insight economy for permanent upgrades
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- Memory slots for keeping spells
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- Clear victory condition
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**What Feels Lacking:**
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- No insight milestones/unlocks
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- Memory system is shallow (just spell slots)
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- No "loop challenges" or modifiers
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- Limited replayability after first victory
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**Suggestions:**
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1. Add loop modifiers (harder floors, better rewards)
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2. Insight milestones unlock attunements
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3. Loop-specific achievements
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4. New Game+ mode with modifiers
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---
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### 11. 🗓️ Time/Incursion System
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**Status:** ✅ **Complete**
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| Aspect | Rating | Notes |
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|--------|--------|-------|
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| Day/Hour Cycle | ⭐⭐⭐⭐⭐ | Clear progression |
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| Incursion Mechanic | ⭐⭐⭐⭐ | Adds late-game pressure |
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| Time Actions | ⭐⭐⭐ | Study, craft, prepare |
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**What Works Well:**
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- 30 days = one loop
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- Incursion starts day 20, scales to 95% penalty
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- Actions have clear time costs
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**What Feels Lacking:**
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- No time manipulation (beyond debug)
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- No day/night effects on gameplay
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- Incursion is purely negative, no strategy around it
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**Suggestions:**
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1. Add time manipulation skills (slow incursion)
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2. Night bonuses (different for guardians)
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3. Incursion-specific rewards (void mana?)
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---
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## Missing Systems Summary
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### High Priority (Break Promises)
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| System | Promised By | Status |
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|--------|-------------|--------|
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| Golemancy | Fabricator attunement | ❌ Not implemented |
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| Invocation Skills | Invoker attunement | ❌ No skills defined |
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| Pact Skills | Invoker attunement | ❌ No skills defined |
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| Combo System | ComboState in types | ❌ State exists, unused |
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| Scroll Crafting | scrollCrafting skill | ❌ No scroll system |
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### Medium Priority (Incomplete)
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| System | Issue |
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|--------|-------|
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| Fabricator Unlocks | Unlock condition not coded |
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| Invoker Unlocks | Unlock condition not coded |
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| Equipment Progression | Only starting gear + rare blueprints |
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| Evolution Paths | Not all skills have 5 tiers |
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### Low Priority (Polish)
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| System | Issue |
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|--------|-------|
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| Field Repair | Repair system doesn't exist |
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| Guardian Variants | Not implemented |
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| Achievement Rewards | Passive only |
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| Enemy Variety | Only floors/guardians |
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---
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## "Feel" Analysis
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### What Feels Good
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1. **Guardian Pacts** - Defeating a guardian and signing a pact feels like a major achievement
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2. **Enchanting Process** - 3-stage system feels involved and meaningful
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3. **Cast Speed System** - Different spells feel different to use
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4. **Skill Evolution** - Choosing upgrades at milestones gives agency
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5. **Compound Mana** - Auto-unlocking elements through gameplay
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### What Feels Bad
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1. **Helplessness** - Combat is 100% automatic with no player input
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2. **Dead Ends** - Attunements unlock with no skills to use
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3. **Empty Promises** - Golemancy is mentioned everywhere but doesn't exist
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4. **Grind Walls** - Exotic elements require absurd amounts of base elements
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5. **Useless Skills** - scrollCrafting, fieldRepair do nothing
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### What Feels Confusing
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1. **Attunement Unlocks** - How do I get Invoker/Fabricator?
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2. **Equipment Progression** - Where do I get better gear?
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3. **Exotic Elements** - How do void/stellar/crystal work?
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4. **Combo System** - UI mentions it but it does nothing
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5. **Incursion** - Is there anything I can do about it?
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---
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## Recommended Priorities
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### Phase 1: Fix Broken Promises (1-2 weeks)
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1. Implement basic golemancy (1 golem type, auto-attacks)
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2. Add Invocation/Pact skill categories with 3-4 skills each
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3. Add attunement unlock conditions in code
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4. Remove or implement scrollCrafting/fieldRepair
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### Phase 2: Fill Content Gaps (2-3 weeks)
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1. Add equipment drops from floors
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2. Implement combo system for damage bonuses
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3. Add more spells using compound/exotic elements
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4. Create evolution paths for all skills
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### Phase 3: Polish & Depth (2-3 weeks)
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1. Add tactical combat options
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2. Create achievement showcase
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3. Add loop modifiers/challenges
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4. Implement equipment upgrading
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---
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## Conclusion
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Mana Loop has a strong foundation with unique mechanics (attunements, enchanting, pacts) that differentiate it from typical incremental games. However, several systems are incomplete or disconnected, creating confusion and limiting engagement.
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**The biggest issues are:**
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1. Golemancy is completely missing despite being promised
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2. Invoker attunement has no skills
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3. Combat has no player agency
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4. Equipment progression is broken
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**Focus on completing existing systems before adding new ones.**
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---
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*End of Analysis Report*
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