Worldbuilding
In a magical forest corrupted by dark energy, players act as guardians chosen by the World Tree. Trees serve dual purposes: they are vital resources and seals containing corruption. Over-logging releases monsters, while under-logging suffocates the forest. Players must dynamically balance survival, resource management, and defense through calculated decisions.
Three Core Mechanics
Dynamic Logging System
Environmental Feedback:
• Felling trees alters terrain (triggering landslides/new paths)
• Risk awakening Treant Guardians (elite bosses)
Mutating Resources:
• Common Timber: Build basic arrow towers
• Tainted Wood: Unlock poison traps (slow HP drain)
• Moonlit Timber: Harvestable only during moon cycles, summons spirit sentries
Roguelike Evolution
Permanent Skill Tree:
• Unlock persistent abilities after each death (e.g., "Axe Tempest": 20% chance for AoE damage when logging)
In-Run Randomization:
• Collect "Ancient Memories" for temporary power-ups (last until next death)
Dynamic Difficulty Scaling: Monster wave strength adjusts based on logging efficiency
Topological Defense Network
Energy Conduit System: Towers require logging-path connections to World Tree roots for power
Unique Tower Archetypes:
• Resonance Stump: Converts logged wood into rhythm-based sonic cannons
• Redemption Gallows: Sacrifice Tainted Wood to summon mobile treants
• Growth Ring Trap: Consume Moonlit Timber to create time-warp zones