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Game Design

Accurate as of June 2021, are subject to change



1. Luck and strategic factors

  • This game is designed to incorporate both luck and strategic factors.
  • The primary luck factor is the dice number , which greatly affects the overall game.
    There are also some random obstacles, which adds some variables to the game.
  • For balance, there are various strategic factors.
  • A. Skill management
  • Player can choose the when and where they want to use their skill when the skill is available.
  • Non target skills require players to choose a square to place the skill, by predicting where other players will arrive next turn
  • B. Buying items in store
  • Players can choose to increase their stats by purchasing items on the store.
  • It is important to choose items in need in various circumstances
  • C. Strategic obstacles
  • Utilizing strategic obstacles such as god's hand and kidnapper can greatly change the tide of the game.
  • D. Dice control

  • Every players will be given a chance to control their dice once every 5 turn.
  • Dice control chance don't accumulate, so the player need to use it in 5 turns, otherwise the chance will be lost.
  • Player can utilize it to avoid opponents' projectiles, avoid fatal obstacles, or arrive at strategic obstacles.
  • However, players cannot use dice control after they pass the last store.
  • Pro tip: dice selection and actual movement might defer depending on additional dice and status effects, which will be indicated before you throw dice.
  • 2. What happens Every turn


  • One turn: 1 cycle of player having their turn.
    1. Dice button is shown to this turn`s player
      1. Status effect, skill cooltime, and projectile cooltime updates
      2. Receives constant damages such as poison and ignite
      3. Passive skill updates
    2. Throw dice
    3. Player moves
    4. If there is a projectile on arriving square, get the effect.
    5. Get obstacle effect
    6. If the obstacle requires player selection(such as god`s hand), waits until player enters some input.
      1. Perform activation skill
      2. Skill duration updates
    7. Perform basic attack
    8. Skill button is shown to this turn`s player
    9. Player select skill and select the target
    10. 8 and 9 repeats until player press next turn button
    11. Dice control cooltime and skill effect cooltime updates. HP regenerates
    12. Goes to next turn
  • These orders happen synchronously
  • 3. Balancing mechanics


  • If a player fell behind too much, it will get additional dice depending on how much it left behind.
  • If a player dies too much without level up, double dice effect effect will be given in order to follow up the opponent.
    This prevents high-level overpowered player killing weaker player over and over again.
  • 4. Status Effects


  • Status effect affects the player in a unit of a turn.
    Ex)slow effect for 3 turn= dice -2 for 3 times.
  • All status effects will be indicated on the board
  • All status effects disappear on death.

  • List of status effects

    Icon Name Effect Sources
    Slowness next dice number -2 Snowball, Poison cobweb , Kidnapper ,Iceburg , Ghost Lv3 skill, Sniper Lv2 skill
    Speed next dice number +2 Jail,Casino ,Whale`s grace , Dinosaur Lv2 skill, Sniper Lv3 skill, Magicial Lv2 skill
    Root can`t throw dice next turn Cobweb, Poison cobweb ,Kidnapper ,Casino ,Jail , Death trial,Net , Sniper Lv1 skill
    Silent Can`t use skill next turn Drug, Magicial Lv3 skill
    Shield Ignores one skill Shield,Shelter
    Poison -30 HP for every turn Poison, Jellyfish
    Radiation Doubles every incoming damage Radiation
    Annuity +20$ for every turn Annuity
    Slavery -80HP for every turn, dies if you reach the end(removed if you kill an enemy) Slavery
    Backdice next dice goes back Headwind
    Doubledice Next dice doubles Fair wind
    Blind Can`t perform basic attack Squid, Ghost Lv1 skill
    Ignite -15HP for every player`s turn Vikings, Volcano
    Invisibility Ignore harnful obstacles and becomes untargetable Dive, Ghost Lv2 skill
    Debt Can`t earn money or sell tokens Private loan
    Lottery annuity +50$, +1 token for every turn Lottery annuity
    Curse Gets worst result for next dice(overrides dice control) Curse
  • Mechanism for the curse effect
    • Every obstacle has numerical weighted value from -7 to 4 based on how harmful the obstacle is
    • Example: Web(-2), Volcano(-6), Annuity Lottery(4)
    • calculates dice number that will lead the player to the nearest and the most harmful obstacle.
    • There`s 70% chance for that worst dice number.
    • For the other 30% chance, the dice number will be just 1 (6 if the player has backdice effect)

    5. Player Level


  • Every player starts with level 1
  • If a player passes designated respawn points, it levels up, and its respawn point changes.
  • Player will learn more skills as they level up.
  • Also, maximum HP, attack resistance, magic resistance and attack power will increase every level.
  • Increase amount of attack resistance and magic resistance is proportional to total number of players.
    This prevents excessive deaths in the late game.
  • 6. Skills


  • Each skills have their own cooltime. Players must wait for few turns after you use a skill to use it again.
  • Potion obstacle can reset all cooltime. (reduces by half for Lv3 skill)
  • On/off skills doesn`t have a cooltime.
  • Activation skills remain active for their duration. After duration ends, its cooldown starts.
  • Lv1 skill- can use from the start
  • Lv2 skill - can use from level 2(pass the first store)
  • Lv3 skill- can use 5 turns after leveling up to 3(pass the second store)
  • Types of skill

  • Activation skill- used immediately after clicking the button
    • Stays active for its duration
    • Cooldown starts after the duration ends
    • Some skills can be deactivated by pressing skill button again.
  • Targeting skill- need to choose target player
    • Only the players in the skill range will be on selection.
    • Cannot select players with invisibility effect, dead player, and players on store.
  • Non-targeting skill- need to choose a square to place the skill projectile.
    • Player can place projectile within skill range.
    • Player needs to predict where other players will arrive next turn
    • The projectile won`t be placed on store

    7. Basic attack (auto attack)


  • A player will perform basic attack after every movement only in their turn. This will happen automatically.
  • The player will give damage to every player in certain range(normally, players in a same square)
  • After that, other players that had been attacked will also attack back the player immediately.
  • Player with blind effect won't perform basic attack.
  • The damage is same with player's attack power.
  • 8. Projectiles


  • If a player places a projectile by non-target skill, it will remain on the square for 2~3turns.
  • If a player other than the owner of the projectile steps on the projectile, it gets designated effect and the projectile disappears.
  • The color of edge of projectile represents owner's turn color, and the icon represents the type of the projectile.
  • If the owner of the projectile dies, it disappers.
  • 9. Kill/Death/Assist


  • If a player kills other player, the killer will receive reward money, and gets one more chance to throw dice with speed effect.
  • The reward money increases if the player killed multiple other players without dying,
    or if that kill stopped other player from multiple killing.
  • If a player dies, it will respawn at the last passed respawn point on their returning turn.
  • On death, every status effect and projectiles disapper and all skill duration resets
  • If the player has additional life or guardian angel item, the player will revive on the next turn without returning to respawn point.
  • If dead player`s respawn point is store, player can use store before throwing dice after respawn.
  • Players who damaged or force moved the dead player within 3 turns will count as assist, and receive 50$. This includes players that are killed by obstacles.
  • Kill, death, and assist are used to rank the players after the first place. The more a player have kill and assist and less death, the higher rank the player will get.
  • Player receiving one more chance of dice by kill
  • Dead player waiting for respawn
  • 10. Damaging System and Order


    Damage types

    Attack damage
    • Source of attack damage is physical type skills and basic attack
    • Can reduce damage by attack resistance
    • Attack penetration reduces opponent`s attack resistance
    Magic damage
    • Source of magic damage is magic type skills
    • Can reduce damage by magic resistance
    • MAgic penetration reduces opponent`s magic resistance
    Fixed damage
    • Fixed damage ignores all resistance stats
    • all obstacle damages and additional damages are fixed damage

    Damage calcultaion

    • Actual attack damage = attack power * (100/(100 + opponent`s attack resistance - attack penetration))
    • Actual magic damage = magic power * (100/(100 + opponent`s magic resistance - magic penetration))

    Damage calculation order

    1. Initiate with 3 category:attack damage, magic damage, fixed damage
    2. additional magic damage is added to magic damage
    3. calculate resistance and penetration to attack and magic damage
    4. merge attack damage, magic damage, fixed damage, and additional damage
    5. apply skill damage reduction
    6. apply radiation effect
    7. change HP

    Tutorial

    Basic tutorials of the game

    Game Design

    In-depth explanation of game rule, design, and factors

    Character

    Detailed description of each character and character types

    Map

    Detailed description of each map`s design and obstacles

    Game Item

    Detailed description of player stats and game items

    Made by Yejoon Jung
    Email: jkvin114@gmail.com
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