I'm developing a browser game called Evergrowing Codex. You invent spells in your own words, record them in a personal spellbook, and use them to solve authored trials. I'm trying to make a loop where players want to discover useful magic, test it in different situations, and see themselves as part of a world other players are also exploring.
The basic loop
- Four elements can be combined: Fire changes heat, Air changes airflow and pressure, Earth shapes existing solid material, and Water changes liquid flow.
- An AI Judge evaluates a proposed mechanism and gives a successful spell a saved definition and limits. Later casts use those capabilities plus the player's intent. Players can also research variations of their spells.
- Each element has separate mastery, called a Circle. Scale, range, duration, and control affect what can be created. A small magical change can trigger a useful ordinary physical chain reaction.
- Trials have visible objectives and constraints, with one to three casts per attempt. Changes persist between casts, allowing one spell to prepare conditions for another.
For example, one trial asks you to keep a small flame alive in a draft without blocking ventilation. Redirecting the air or maintaining a suitable thermal effect can both work. Other scenes involve clearing passages, handling fragile mechanisms, or stopping creatures whose behaviour makes a direct attack insufficient.
Encouraging different trials and approaches
Recording distinct mechanisms advances elemental mastery, while clearing key Tower trials opens floors and raises the ceiling for further advancement. A “next goal” recommendation points toward an unfinished trial, prioritizing key trials. There is also a story goal of reaching the third floor and discovering what the Tower preserves.
Achievements and selectable titles recognize things like applying different mechanisms, useful spell combinations, mixed-element forms, and some authored alternative solutions. These give recognition rather than extra power. The intention is to encourage exploration; I haven't established whether these incentives actually produce more varied play.
The World Stone
The World Stone is a public chronicle, separate from each player's private spellbook. It has sections for spell discoveries, trial completions, and world history/events. First discoveries credit their discoverers, and public entries can lead to spell cards or player profiles. Other players can independently recreate a mechanism; authorship doesn't grant exclusive ownership. Public spell cards leave the creator's private construction notes hidden.
I want it to give players curiosity about what others have accomplished and ideas about what to try next. I'm unsure whether hiding the mechanism preserves discovery or leaves too little useful information.
The Spirit companion
A Spirit introduces the game and explains results. After repeated failed spell formations, it can offer a short contextual explanation and a guiding question about refining the player's own idea. It doesn't change the Judge's verdict or cast spells for the player. The current adaptive assistance avoids handing over a complete replacement spell.
AI adjudication can still be inconsistent, so a companion's explanation isn't enough by itself. Players need feedback that helps them distinguish a flawed idea, an effect beyond their abilities, and a questionable ruling.
Resources and possible monetization
A research resource buys up to five formation attempts, with one spell recorded per session. A separate resource pays for a trial attempt. Both replenish daily.
I'm considering monetization, but haven't settled on a model: cosmetic customization, paid collections of additional trials, or a supporter subscription with a research allowance are possibilities. More paid attempts could also mean more chances to claim first discoveries, even if spell power and judging rules stay the same.
I'd appreciate thoughts on any of these specific questions; there's no need to answer all of them:
- Varied play: would you encourage trying different trials through milestone gates, rewards for applying different mechanisms, or recommendations tied to the player's spells? What would make this feel like exploration rather than a checklist?
- The World Stone: what should a public discovery or completion reveal to inspire another experiment without giving away a solution? What would make you return to this chronicle?
- The Spirit: when should it intervene, and how direct should its help be? Would you keep guiding questions, add optional explicit hints, or simplify its role?
- Monetization: which of the options above fits this loop, and what would you change about public first-discovery recognition if paid research attempts existed?
- Improvement or removal: which part of this loop would you strengthen, simplify, or cut first, and what player behaviour would tell you that the change worked?
You can discuss the mechanics without playing. For context, the prototype is Evergrowing Codex, where you can create spells and test them in trials.