Experienced Unity Developer for Strategic TCG Project – Built on Purchased TCG Engine -- 2
Budget: ₹12,500 – ₹37,500 INR
Hiring Unity programmer for "Elemental Legends," a turn-based TCG using pre-purchased TCG Engine, targeting HTML5 and mobile (Android/iOS). Gameplay features 8000 HP, 10 max mana, 8-slot board (6 monster, 4 trap), 8-15 min matches, and "apocalypse" phase after 20 turns. Win via HP depletion, Mythic Quest, or Deck Out. Includes 40-60 card decks, 7 elements (Fire, Water, Earth, Wind, Light, Dark, Thunder), 8 monster types (Dragon, Warrior, etc.), and 25% damage boost for elemental/type advantages. Modes: PvP, PvE, Arena, Co-op. Special features: Mythic Fusion, Karma System, random board buffs/debuffs, Dual-Element Cards, comeback mechanics (Dragon’s Last Stand, Final Gambit, Underdog Surge). Freemium model with Battle Pass, gacha, cosmetics, and F2P support. Requires expertise in TCG Engine, mobile-optimized UX/UI, anime/chibi graphics integration, and anti-cheat backend systems. Must implement tutorial, guild/chat, cross-platform progression, and seasonal events. Here is a summary of the game content: "Make a tactical card game as you like, developed on Unity (TCG Engine), supports HTML5 and mobile (Android/iOS).
Criteria:
* Simple gameplay, deep strategy, easy to access.
* Anime/chibi graphics.
* Make money with the freemium model (Battle Pass, Cosmetic, card packs, skins, 3D avatar gacha that can evolve similar to TFT).
2. The core of the gameplay:
* Players start with 8000 HP, each turn draws 1 card.
* Mana increases each turn, up to 10 mana.
* Summon monsters, use spells, traps and equipment.
* The battle field has 8 card slots: 6 monster slots, 4 trap slots (hidden cards, conditional activation).
* The battle lasts 8-15 minutes, maximum 20 turns (After 20 turns without a winner, it will enter the phase "apocalypse" increases ATK of all monsters 2 by 50% and reduces HP by 50%)
Winning conditions:
* Opponent's HP is 0.
* Summon enough special cards (Mythical Quest).
* Opponent runs out of cards (Deck Out).
3. System cards:
* Deck: 40-60 cards, various toxicity levels (Common to Secret Rare).
* Card types: Monster, Waste, Trap, Equipment
* Each monster has its own ATK, HP, system passive, type passive, and skills.
4. Main systems (7):
* Fire Flame: Burning Thorn, great damage.
* Water Element: Recover, remove negative reactions.
* Earth: Block damage, durable.
* Wind Spirit: Dodge, attack quickly.
* Sunlight: Revive, support allies.
* Night Shadow: health, weaken.
* Lightning: Numb, splash damage.
* Logic Standard Logic prepared for these new systems
5. Monster types (8):
*Dragon: Immune to infection, increased damage.
*Warrior: Damage reaction, recovery.
*Monster: Increased damage when debuffed.
*Insect: Recreate when dead.
*Immortal: Revive, suck pus.
*Mechanical: Resistance, increased endurance.
*Elf: Evade, protect allies.
*Mage: Increase damage when allowed.
*Standard Logic Logic prepared for new theme types later
6. Solving the problem of mutual generation:
* The interaction system causes more wounds (25%), adding special applications such as burning, slowing, numbing, freezing, bleeding, enchanting, ....
Adding "different to solve" reactions for some toxic monsters (reducing future damage by 50%).
* Theme type solves more ATK, special effects.
* Matchmaking by strength and skills.
7. Game modes:
* PvP (ranked, unranked)
* PvE (Chapter Campaign, Daily Challenge)
* Arena (Draft mode)
* Co-op PvE (general boss battle)
8. Special features:
* Mythical Fusion: Combine strong monsters to create Divine Beasts.
* Karma System: Bonus points for tactical creativity.
* Random arena: Special buffs, debuffs each battle.
* Dual-Axis Card: Monsters have two systems, receive benefits and resolve from both.
* Karma System adds long-term rewards (e.g. exclusive skin when reaching 1000 points).
* Random arena needs to have a public buff/debuff list for players to prepare tactics.
9. Return mechanism:
* Dragon's Last Stand: Summon more monsters when HP is low.
* Final step: When HP is below 10%, players can activate Special skill activation (1 time/match).
* Underdog Surge: Strengthens weak monsters.
10. Monetization model:
* Currency (Gold, Diamond).
* Card packs (Normal, Premium, Event).
* Cosmetics (skin cards, arenas, effects).
* Battle Pass (3-month season).
* Gacha (cards, arena skins, avatar character skins, finishing move skins)
* Actively support F2P (daily free packages).
13. Detailed construction:
* Support system using Unity. Using pre-purchased TCG Engine source code. Available game logic, card types, basic effects,....
* Intuitive interface, optimized UX/UI on mobile devices.
* Graphic design: Anime/Chibi attracts young players.
* Skill effects, vivid and eye-catching match animations."
Criteria:
* Simple gameplay, deep strategy, easy to access.
* Anime/chibi graphics.
* Make money with the freemium model (Battle Pass, Cosmetic, card packs, skins, 3D avatar gacha that can evolve similar to TFT).
2. The core of the gameplay:
* Players start with 8000 HP, each turn draws 1 card.
* Mana increases each turn, up to 10 mana.
* Summon monsters, use spells, traps and equipment.
* The battle field has 8 card slots: 6 monster slots, 4 trap slots (hidden cards, conditional activation).
* The battle lasts 8-15 minutes, maximum 20 turns (After 20 turns without a winner, it will enter the phase "apocalypse" increases ATK of all monsters 2 by 50% and reduces HP by 50%)
Winning conditions:
* Opponent's HP is 0.
* Summon enough special cards (Mythical Quest).
* Opponent runs out of cards (Deck Out).
3. System cards:
* Deck: 40-60 cards, various toxicity levels (Common to Secret Rare).
* Card types: Monster, Waste, Trap, Equipment
* Each monster has its own ATK, HP, system passive, type passive, and skills.
4. Main systems (7):
* Fire Flame: Burning Thorn, great damage.
* Water Element: Recover, remove negative reactions.
* Earth: Block damage, durable.
* Wind Spirit: Dodge, attack quickly.
* Sunlight: Revive, support allies.
* Night Shadow: health, weaken.
* Lightning: Numb, splash damage.
* Logic Standard Logic prepared for these new systems
5. Monster types (8):
*Dragon: Immune to infection, increased damage.
*Warrior: Damage reaction, recovery.
*Monster: Increased damage when debuffed.
*Insect: Recreate when dead.
*Immortal: Revive, suck pus.
*Mechanical: Resistance, increased endurance.
*Elf: Evade, protect allies.
*Mage: Increase damage when allowed.
*Standard Logic Logic prepared for new theme types later
6. Solving the problem of mutual generation:
* The interaction system causes more wounds (25%), adding special applications such as burning, slowing, numbing, freezing, bleeding, enchanting, ....
Adding "different to solve" reactions for some toxic monsters (reducing future damage by 50%).
* Theme type solves more ATK, special effects.
* Matchmaking by strength and skills.
7. Game modes:
* PvP (ranked, unranked)
* PvE (Chapter Campaign, Daily Challenge)
* Arena (Draft mode)
* Co-op PvE (general boss battle)
8. Special features:
* Mythical Fusion: Combine strong monsters to create Divine Beasts.
* Karma System: Bonus points for tactical creativity.
* Random arena: Special buffs, debuffs each battle.
* Dual-Axis Card: Monsters have two systems, receive benefits and resolve from both.
* Karma System adds long-term rewards (e.g. exclusive skin when reaching 1000 points).
* Random arena needs to have a public buff/debuff list for players to prepare tactics.
9. Return mechanism:
* Dragon's Last Stand: Summon more monsters when HP is low.
* Final step: When HP is below 10%, players can activate Special skill activation (1 time/match).
* Underdog Surge: Strengthens weak monsters.
10. Monetization model:
* Currency (Gold, Diamond).
* Card packs (Normal, Premium, Event).
* Cosmetics (skin cards, arenas, effects).
* Battle Pass (3-month season).
* Gacha (cards, arena skins, avatar character skins, finishing move skins)
* Actively support F2P (daily free packages).
13. Detailed construction:
* Support system using Unity. Using pre-purchased TCG Engine source code. Available game logic, card types, basic effects,....
* Intuitive interface, optimized UX/UI on mobile devices.
* Graphic design: Anime/Chibi attracts young players.
* Skill effects, vivid and eye-catching match animations."