Sacred Tails Game Manual
  • Executive Summary
  • Legal Disclaimer
  • GDD
    • A New Era in Play-to-Earn Gaming
    • Game Features
      • Combat
      • Tournaments
      • Overworld
      • Rewards & Progression
      • Minigames
      • Guild Housing
    • Shinsei
      • Elements
        • Sun
        • Ocean
        • Nature
        • Light
        • Dark
        • Sky
        • Dreamer
        • Mecha
        • Cursed
        • Earth
        • Volt
        • Snow
        • Celestial
      • Type Chart
      • Body Parts
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  • Elevator pitch:
  • Game design pillars:

Executive Summary

Welcome to the world of Sacred Tails

NextLegal Disclaimer

Last updated 1 year ago

Elevator pitch:

Sacred Tails is an NFT online competitive creature battling game. In it, players breed, train and engage in turn-based battles using magical creatures known as Shinsei. Through play, breeding or by engaging with the marketplace they acquire new Shinsei, improve their skills and climb the PVP ranks while hanging out with friends and earning rewards in the Sacred Tails world.

Game design pillars:

These represent the emotional core of the game, their aim is to set a goal for what players should feel during gameplay. These are idealistic goals that convey the dream of the experience. All decisions and changes made to the game should align and support these pillars.

  • Strategic focus: During battles, players should be thinking a number of moves ahead, combat should be about outsmarting your opponent, or preparing and executing the perfect strategy. Outside of combat, players should be scheming on how to outsmart their next opponent.

  • Nostalgic escapism: The game should transport players to a simpler time, inspired by childhood and adolescence defining games like Pokémon and RuneScape. Players should feel like a resonating and nostalgic comfort.

  • Faster turns, faster action: Even though the game is turn based, it should motivate and reward quick play. Battles should be intuitive and players should always feel like they have something to do, or think about, while in battle.

  • An online home to spend your time: The game should feel familiar, inviting. Like visiting an old friend. It should be a world players want to spend their time in.

Core game loop.