Pitch Deck · Alpha Build
"A fully interactable elemental war focusing on dual-character management and physics-based projectile clashing."
The Hook
Toggle between two fully independent characters with four hotkeys, or move both at once in a synced formation. No other 2D ARPG asks you to think in pairs.
Every spell carries a hidden Power Level. Equal power destroys both. Unequal power lets the stronger bolt punch through. Players learn a spell's weight by feel — never a number on screen.
30+ skills, zero locked classes. Every active, passive, dash and stance shares one 12-slot loadout you build yourself.
01 — Dual-Unit Management
Movement is mouse-based, point-and-click. Select both characters and they hold a side-by-side formation automatically, so they never overlap mid-fight.
Time-Flow: a regenerating slow-motion resource, PvE only — slows the world down whenever you need to line up two characters' spells at once.
WARRIOR
MAGE
02 — Combat Physics
Every projectile carries a hidden Power Level, derived from the caster's stats. Power is never shown on-screen — players learn the weight of their own spells through combat, not a tooltip.
Both projectiles are destroyed on impact.
The stronger bolt destroys the weaker one and continues its path with reduced power.
03 — Character & Stat System
32 points, four stats, 1–10 each. Move the budget around and watch the build change — the output panel runs the real alpha formulas.
Min 1 / max 10 per stat. Agility was called “Dexterity” in earlier production notes — same stat.
The more you invest, the more you get back. A Physic + Endurance build tanks; a Magic + Agility build is the glass cannon. It's your character and your choice of skills.
04 — The 12-Slot Skill System
Every active spell, passive, dash and stance a character has occupies one of 12 customizable slots, bound to keys 1–12 in the menu. Certain skills only slot in if their required weapon is equipped. Two characters on screen means 24 total slots live at once.
30+ skills in the pool · fully unlocked in the Alpha sandbox05 — Mobility

Grants invulnerability (i-frames) for the duration of the roll.
Fires off mid-cast without interrupting your current skill. You can still take damage.

Instant teleport. Interrupts whatever you were casting.
06 — Tactical Stances

The default state. No tradeoffs, no bonuses.

−20% incoming damage · −80% move speed. Needs Endurance > 8 or a shield. Still exposed from behind.

+15% skill scaling across damage, mana cost and shield HP. Must hold still 1s to enter — moving cancels it.
07 — Elemental Reactions
Ember — stacking burn (×5)
Damage over time per stack. Burns Freeze stages off; Wind detonates it, Water washes it off.
Fire > interactions ×6
Wet — conductor (×2)
No direct damage — conducts Electric at full strength and amplifies Freeze duration.
Water > interactions ×5
Freeze — 3 stages
Chilled slow → Frostbite bleed → Frozen stun. Fire damage burns the stages back off.
Ice > interactions ×6
No Element Effect
The cleanser: strips Wet and Chilled from targets and detonates Ember stacks for burst damage.
Wind > interactions ×4
Neutralize — cleanse
Every cast strips stacks from other statuses. Earth units are immune to Electric damage.
Earth > interactions ×4
Current → Shock
Objects stack ×5 into an Overload burst; players stack ×2 into a stun. Grounded by Earth.
Electric > interactions ×6
No Element Effect
Stores a share of incoming damage and reflects it on Overload. The hard-armor element.
Metal > interactions ×3
Future elements & interactions
More elements and interaction systems are planned for future updates, expanding the combat sandbox with new status effects, counters, and combo possibilities.
More > coming soonInteraction counts from GDD v2 §11.3. Post-beta expansion: Chemistry · Plant · Blood · Sound.
08 — UI & HUD
Certain skills only slot in if their required weapon is equipped — the weapon shapes the kit, not the class.
09 — Alpha Release Scope
3 unique bosses, built to stress-test dual-unit combat and the Clash system.
Each player controls one character.
Each player controls both of their characters — the complete dual-unit stress test.
Progression: fully sandboxed for Alpha — all 30+ skills and every stat are unlocked from the start. No grind between playtests; every session is a systems test.
10 — Go-To-Market
The launch content plan is scripted as eight 60-second episodes, each teaching exactly one system — the pitch, the differentiator, stats, dash, stance, weapons, skills, elements. Every episode is fronted by the same recurring character, so the animation library is built once and reused across the entire campaign.
The Mobility episode (Dash) is fully scripted with every required animation asset already produced.
The mascot: one character sheet, reused across every episode — no new art direction needed per video.
A fully interactable elemental war focusing on dual-character management and physics-based projectile clashing.