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A Word From the Director #3 - The Road to Power

A Word From the Director #3 - The Road to Power

published on
July 25, 2025

Deck-Building Mode

In deck-building mode you craft up to three custom decks of skills and preview them before battle. This is where you fine-tune your character and steer part of their growth.

In fact his name is Jasparu

Five Categories

All skills fall into five distinct familiesDrums, Chords, Melody, Voices and Bass. Each maps to a section of an orchestra on the musical side and to its own sub-system on the gameplay side.
The split lets us segment both effects (RPG layer) and samples (music layer). You’re not just optimising gameplay; you’re unknowingly composing a new track every match.
The secret: every single sample can be mixed with every other without ever sounding off-key—a tough musical constraint that guarantees your strategy will always produce a great-sounding tune.

🥁 Drums (Green) — Passive, cost = Flow

Percussion loops that run automatically bar after bar.
Possible effects: Heal · Buff/Debuff/Clean (Hype, Regen Hype, Drain Hype)

Drums are green

🎹 Chords (Blue) — Passive, cost = Hype

Harmonic backing that also loops automatically.
Effects: Flow Refill · Buff/Debuff/Clean (Flow, Regen Flow, Drain Flow)

Synergy: Drums keep you alive; Chords keep your mana flowing. Lose Hype and you’re KO; lose Flow and you can’t cast.

Chords are blue

🎸 Bass (Purple) — Active, cost = Flow/Hype/Mixed

Plays only if equipped; once triggered it stays active until the end of the current 4-bar block.
Effects: Buff/Debuff (Armour, Resistance) · Shield · Clean (Armour, Resistance)

Bass are purple

🎵 Melody (Yellow) — Active, main damage source

Cost = Hype, Flow or Mixed.
Effects: Direct Damage · Drain Hype/Flow · Buff/Debuff/Clean (% Crit, Crit Damage, Damage) · Heal
The only family that deals direct damage—pillar of offensive play.

Melody are yellow

🎤 Voices (Red) — Active, uber-flexible

Acts on any stat; cost = Hype, Flow or Mixed.
Effects: Buffs/Debuffs/Cleans (all stats) · Universal Clean (remove X stacks of every debuff)

Category recap
Drums – passive percussion, Flow-paid → sustain / Hype management
Chords – passive harmony, Hype-paid → Flow economy
Bass – active defence, buffs & shields
Melody – active offence, only direct-damage family
Voices – active support, touches every stat

Voices are red

Building a Killer Deck

Here, you are the strategist

Rules

  • A skill can only sit in its own category slot.
  • Each character starts with 10 slots (2 per category).
  • Star-level grants:
    • Slot Points – unlock up to +2 extra slots in one category.
    • Rank Points – raise a slot’s minimum rarity.
  • Rare slot
    Can hold: Rare skills only
    Effects available: Buffs & Debuffs
  • Epic slot
    Can hold: Rare or Epic skills
    Extra effects unlocked: Drain, Shield
  • Legendary slot
    Can hold: Rare, Epic or Legendary skills
    Extra effects unlocked: Clean, Heal, Flow Refill
  • Players begin with simple effects and gradually unlock deeper options as the character advances.

    Culture & Class – Your Gameplay DNA

    A character is defined by two layers: Culture (origin) and Class (role).

    • Culture grants a global stat preset.
      Example: PenPen characters are hardy: +20 % Hype.
    • Class gives a second preset, a dominant category (-20 % cost in that family) and a unique passive.

    Jasparu example

    • Culture: PenPen → +20 % Hype
    • Class: Monk → another Hype boost
    • Dominant category: Bass (Bass skills cost -20 %)
    • Class passive: All Monk shields reflect a % of incoming damage based on Armour.

    That means Jasparu can win via pure defence—reflecting damage—without ever equipping a Melody card. Class steers your style but never locks you in.

    Identity recap
    Culture = broad stat bonus
    Class = dominant category + stat tweak + unique passive

    Signature Attacks & Maestria

    Maestria, Ultimate and Multiplier

    Every character owns two special moves:

  • Super Attack – costs 50 % Maestria
  • Ultimate – costs 100 % Maestria
  • Both deal instant direct damage (sometimes extra effects) to keep battles short and explosive.

    Musical Combo system

    • One set of combos fills the Maestria gauge.
    • Another set defines a power multiplier that boosts your Super/Ultimate when you fire it.
      Execute clean musical patterns → charge up → unleash a crowd-pleasing finisher.