SYSTEM DESIGN · TURN-BASED COMBAT · TEAM PROJECT

Blackspire Cove

A turn-based investigation RPG set in a decaying late-1890s New England whaling port.

GAMEPLAY / IMAGE PLACEHOLDER

OVERVIEW

High Concept

A field investigator enters Black Spire Cove and confronts occult forces through turn order, tactical positioning, and a sanity system that makes mental pressure as dangerous as physical damage.

ROLESystems Designer
Gameplay Designer
TEAMSolo Project
ENGINEUnity / C#
DURATIONAcademic Project

SYSTEM DESIGN

GAMEPLAY / IMAGE PLACEHOLDER

Turn-Based Combat & Action Order

Agility determines the initial order, while the shared action bar keeps future turns visible. Players choose ACT, ITEM, MOVE, or ESCAPE while anticipating the enemy cycle.

Positioning & Targeting

Position controls valid targets, exposure, and movement value. Reality and Mental attacks test different defenses, so formation changes the value of every action.

GAMEPLAY / IMAGE PLACEHOLDER
GAMEPLAY / IMAGE PLACEHOLDER

Sanity System

Sanity falls through damage, non-human encounters, and enemy skills. Crossing the 50 and 0 thresholds introduces unpredictable negative effects that disrupt reliable plans.

DESIGN ITERATION

Iteration focused on showing turn order, valid targets, damage type, and mental risk before the player commits to an action.

BEFORE IMAGE PLACEHOLDER
Before - Early Combat UI

Unclear order, range, and target feedback.

AFTER IMAGE PLACEHOLDER
After - Revised Combat UI

Visible timeline, target states, and sanity pressure.