⚔ ChessGods — design mockups v0.1 · not final art

TFT-style collection and synergies, played on a chess board. Three scenes: a live match with the damage system, the piece/rarity model, and the gacha shop.

1 · The board — how combat resolves

Capture = an attack. Survivors bounce the attacker back. Hidden stats get "scouted" on first contact. The e4 pawn wears the 1/1000 AEGIS aura — and the King stays classical: check and checkmate are pure chess. Only your own pieces carry a frame all game — animated white glow as White, black glass as Black; the opponent's pieces carry none.

Board combat mockup

2 · Pieces — race × element × rarity

Every piece is a character bound to a movement type, a race (synergy count) and an element (combat wheel).

Piece cards mockup

3 · The shop — packs, pity, duplicates

Five free packs for every new player. AEGIS is the true chase at 1/1,000 with no pity — capped at one per army.

Gacha shop mockup

4 · The element wheel

🔥FIRE 🌿GRASS 💧WATER 🌑DARK LIGHT ×1.5 advantage ×1.5 advantage ×1.5 advantage beats all three beats Dark

Fire → Grass → Water → Fire. Attacking into a weakness deals ×1.5; there is no resistance penalty — the wheel rewards planning your attacks, never punishes learning it.

Dark beats all three but loses to Light. Light beats Dark only, staying neutral against the triangle.

Balance by scarcity: Light and Dark only exist on Epic+ pieces. Commons and Rares live in the triangle — the wheel is easy to learn at the bottom, worth chasing at the top.

Starter stock set is Neutral — plain chess pieces, immune to the wheel, so new players are never walled by an mechanic they don't own yet.

5 · Suikoden-style 2.5D sprites — art direction chosen

Pre-rendered sprite pipeline (Blender offline bakery → transparent sprites → DOM board). Interactive mockup with reference comparison, sprite sheet, board composite and card integration:

→ Open the 2.5D sprite mockup (knight iteration 4 + pawn)

Pixel-composite pipeline (Suikoden II army-battle system): mount + god rider as two aligned 64×64 sheets, runtime composite, 7-frame gait, 5-element palette swaps, dust overlay:

→ Open the composite knight mockup (mount + rider · walk cycle · element swaps)

The complete first set — six rigs (pawn, knight, bishop, rook, queen, king) × five element palettes, full 32-piece army board with atmosphere layers and per-piece inspector:

→ Open the first set mockup (full army · element swap · inspector)

6 · Navbar redesigns — four directions

Replacement concepts for the top bar, at real size on the app palette with hover states. A keeps the layout and adds hierarchy · B goes angular war-HUD · C splits into ledger strip + tab row · D goes mythic emblems with ring gauges:

→ Open the navbar redesign mockups (A Gilded Relic · B War Table · C Command Deck · D Pantheon)

Static previews: A · B · C · D

7 · Lobby / opponent-select redesigns — three directions

The Play screen re-imagined as an opponent-select, not a form: A "Challenger's Altar" (featured god + roster strip + battle-record plaque) · B "Road to Olympus" (bots as gates on an ascending campaign path) · C "Versus Stage" (pre-match split screen with VS medallion and army snapshot):

→ Open the lobby redesign mockups (A Altar · B Olympus · C Versus)

Static previews: A · B · C

8 · Deploy dialog redesigns — four directions

The Army-tab slot picker re-imagined (fixed-frame rule kept). A "Card Spotlight" (hero card + mini-card shelf) · B "War Ledger" (compact 740px two-pane with stat deltas) · C "Swap Bench" (ON D2 NOW → REPLACING WITH strip + KEEP CURRENT action) · D "Binder Page" (grid of real mini card faces + empty sleeves). All clickable, incl. the "already on this square" state:

→ Open the deploy dialog redesign mockups (A Spotlight · B Ledger · C Swap Bench · D Binder)

Static previews: A · B · C · D · all

9 · THRONE DUEL — King vs King mode

New autobattle mode concept: one King per player, born of a random Crucible roll — 20 stat points (ATT/AGI/VIT/INT/DEX/LUC) whose split is decided by birth tier (Mythic 0.1% = 14 free points … Common = all dice), element with real buffs (+10% ATT/VIT/LUC, Light +2% all, Dark −1% all) on the ×1.5 wheel, and a melt-and-reforge loop with a 24h cooldown skippable by 💎/★. Street-Fighter-style duels to the death; 60 active + 30 passive skills + 10 legendary weapons redeemed 1 per 3 days (bank up to 3 / 9 days). Full spec in design/king-vs-king.md. Interactive mockup — five screens, the Arena runs the real v0.1 combat math live (1×/2×/4×/SKIP all work):

→ Open the Throne Duel mockup (Birth Altar · Throne Hall · VS splash · live Arena · Reliquary)

Static previews: birth · hub · vs · arena · reliquary

10 · Victory dialog redesigns — three directions

The end-of-game popup as ceremony, built only from data finishGame already has (★ gained, pack progress, ELO delta + the Recruit→Warlord rank ladder, bot, reason/moves, auto flag). A "Spoils of War" (spoil plates: star flight → pack bar, rank pips, fallen foe — RECOMMENDED) · B "War Chronicle" (ledger rows + narrator line) · C "Triumph Stage" (god rays, fallen-god medallion, single BATTLE AGAIN). Every stage has a live VICTORY / DEFEAT / DRAW / AUTO switch:

→ Open the victory dialog redesign mockups (A Spoils · B Chronicle · C Triumph)

Static previews: A · A loss · B · C · C loss · all

11 · Play mode — Ranked Elo & bot ladder (spec)

The real FIDE Elo system (Rating Regulations, 1 March 2024) applied per game: K 40 for the first 30 rated games · K 20 under 2400 · K 10 permanently once 2400 is reached · rating difference capped at ±400 below 2650 (the actual anti-farming rule) · 0.5 rounds away from zero. Bots now field real card armies per tier — 1 random Legendary with AEGIS at 800, +2 random Epics at 1600, +2 random Rares at 2400 — and God tier becomes 25 gods (5 races × 5 elements) with a fixed Legendary-Queen retinue. Full spec in design/elo-ranking.md. Interactive: drag the rating slider, pick any of the 25 gods, simulate W/D/L:

→ Open the ranked Elo mockup (tier odds · god picker · live FIDE math)

12 · Army builder redesigns — five more directions

The Army tab ("The Muster Ground" shipped first as direction zero and is live in the app) explored further. A "The War Camp" (night siege camp — general's map table with chalk arrows, wax-sealed parchment muster roll (pawns first), and the WAR BANNERS hung on a pole right of the board: ACTIVE stat shields with the banner bump, every kin row printing its full quantified grant curve — generic races ◆2/4/6/8 accelerating to +11, and the Human odd ladder ◆1–15 (−7/−5/−3/−1% below nine, zero at nine, +2%/+5%, +15 all-stats flat at fifteen); all buffs & penalties bind to their own kin only; audited in wiki pieces-roster §3b; state chips ⚔ ARMED / ✕2 TO ARM / ◆13 +5% ALL, breakpoint ticks on the diamond track) · B "Grand Melee" (fighting-game select: 16 seals grid + one champion monumentalized on the answer stage with stat bars) · C "Siege Command" (RTS HUD: iron & amber, bracketed tokens, unit inspector dock, command card with hotkeys) · D "The Summoner's Grimoire" (candlelit tome: illuminated folio page + board inscribed in a summoning circle) · E "Parade of the Chosen" (statue diorama before the fortress gate, battle-order inset instead of a literal board). All use real army data; A/C/D/E hover-sync, B/C/E click-select:

→ Open the army builder redesign mockups (A War Camp · B Grand Melee · C Siege Command · D Grimoire · E Parade)

Static previews: A · B · C · D · E · all

13 · Combat juice — SUPER cut-ins, overkill shake & cinematic polish

Brainstorm for the next game-feel pass — no app code touched, every demo live and synthesized (zero assets), every number exact. §1 SUPER — a full-screen cut-in gated to committed sure kills only (deterministic combat makes it computable pre-click: dmg ≥ hp; hover anticipation = red ☠ reticle vs gray 🛡; three directions: A "Divine Decree" obsidian banner · B "Manga Splash" halftone panel · C "Ascension" 3D plane + god rays) · §2 the overkill ladder (r = dmg/hp → T1 CLEAN → T4 ANNIHILATION with exact hit-stop / shake / tilt / zoom / shard counts on a damped-sine stage shake) · §3 element-reactive hit bursts · §4 the AEGIS Reforge (reverse shatter) · §5 check vignette + heartbeat and the final-blow slow-mo · §6 armored siege clang · §7 idle life (breathing, trails, dust, camera drift) · §8 the dimension ladder: DOM polish → CSS tilt → three.js FX overlay → full 3D board:

→ Open the combat juice mockup (SUPER · shake ladder · element hits · reforge · slow-mo · siege clang · idle life · dimension ladder)

Static previews: top half · bottom half

14 · King (Crucible) page redesigns — three directions

The Throne Duel King tab (crucible birth + melt) rebuilt — every number is the live build's sample king (Bors · Epic · Water: ATT 3 / DEX 5 / VIT 1 / AGI 5 / INT 2 / LUC 4 → HP 51 · DEF 2 · AP 4.2 · tempo 1.37s · crit 7% ×1.6 · 17 fated + 3 aimed = 20 points). A "The Molten Triptych" (same three-column bones, full-height columns, melt moved under the effigy, odds ladder → log-scale heat gauge, every stat on a 10-pip track where stone pips are fate's dice and gold pips are your aim) · B "The Forge Ledger" (hero band carries the identity story + all five derived plates; workbench below: true log₁₀ odds rail, full dice tray, radar + melt seal) · C "The Summoning Altar" (king rises from the crucible bowl amid heat rings and embers, stats flank as connected slates, √p odds strip + docked action bar):

→ Open the King page redesign mockups (A Molten Triptych · B Forge Ledger · C Summoning Altar)

Static previews: A · B · C · all

15 · Sound library & casting call — 570 free SFX

The $0 / royalty-free / permissive-license sound library (assets/sfx/: Kenney ×7 CC0 + OpenGameArt one-shots, licenses in assets/sfx/LICENSES.md) cast against the game's real voices — the 14 Sfx synth voices in fx.js plus the page events that reuse or lack sound (altar seal break / deal / flip / best-pull fanfare, shard payout, dice throw & shake, Elo up/down, victory & defeat stings). Press to audition, ☆-star a pick per voice, COPY PICKED CAST for the wiring pass:

→ Open the SFX casting page (board voices · combat juice · altar & crucible events · full 570-file library browser)