🤖Golems & Storms™: Where Technology MaSTERS THE eLEMENTS
Multiplayer Card-Drafting Strategy Game | Capstone Project
Role: Game Designer | Developer | Writer: Avery (Card Layout), Canva (Visual Design), Microsoft Word/Adobe Acrobat (Design Docs)
🧩 Game Overview
Golems & Storms™ is a competitive multiplayer card-drafting game where 2–4 players battle using customizable decks of powerful Golems and Utility cards. With no board or terrain, all strategy stems from deck synergy, Storm Power management, and timing. The game’s flexible format supports both casual skirmishes and competitive league play.
🛠️ Core Responsibilities
System Design: Designed the core mechanics including SP economy, card synergies, status effects, and turn-based combat flow.
Card Design & Balancing: Created over 90+ cards (Golem + Utility) with unique abilities, reactions, and combo potential. Iterated through multiple playtests to refine balance.
Documentation: Wrote and updated the Player’s Handbook (PHB) and playtest feedback forms for accessibility and clarity.
Art & Layout Direction: Developed initial visual themes and card templates. Coordinated with illustrators for future artistic polish.
Team Leadership: Managed a small team of testers and collaborators. Incorporated feedback from over 6 structured playtest sessions.
🔥 Key Features
Custom deck-building with over 90 unique cards
Unique Golem classes (Staves, Adepts, Colossi) with role-specific abilities
Conditions & debuffs like Burn, Freeze, Null, and System Degradation
Fast-paced, boardless gameplay powered by strategic card use
Streamlined 3-phase turn system (Summon, Engage, End)
🧪 Playtesting & Results
Conducted multiple live playtests with balanced teams
Adjusted ability costs, damage scaling, and synergy rules
Integrated real-time turn timers and synergy stacking rules for high-stakes gameplay
Player feedback rated the game as “addictive,” “deeply tactical,” and “ready for publishing potential”
💬 Creator’s Note
“Golems & Storms™ was born from my passion for systems-driven games with meaningful choices. Every card has a purpose, every combo a counter. My goal was to design a game that could be taught in 10 minutes but mastered over many plays. It's my proudest capstone piece and a blueprint for future expansions.”