Section
Magic & Mechanics
How magic works under the thumbs: two-thumb drawing, breath, composites and how every cast is scored.
Two-Thumb Drawing
Spells are cast by drawing with both thumbs. Most spells are mirrored (some are not): e.g. an "S" on the right thumb and a horizontally flipped "S"…
Drawing Styles
Each faction has exactly one drawing style. Light-side spells are mostly mirrored (at least in general shape; the Waymakers draw parallel); the other…
Breath (Cast Timer)
Casting has a time limit, like holding your breath (e.g. ~600 ms), tied to player level. Super simple spells can be drawn slowly and carefully.…
Combos and Composite Spells
Spells must be learned in-game before they can be cast; knowing or being able to draw a spell (e.g. looked up online) does not mean you can cast it.…
Living Spell Library
Spells are not finite. New ones are created and slowly released into the world for players to discover. (Idea) Released through discovery (glyph…
Cast Scoring Pipeline (Draft)
Each cast gets one weighted quality score built from separate parts; each spell can weight the parts differently. Fourier descriptors were considered…
Speed and Tempo
Pace is judged by the shape of the speed curve, not raw speed: drawing a whole spell faster costs nothing, but rushing or dragging one part does. The…
Learning Spells (Prototype)
A new player knows only Repel (marked startsLearned in its data file); every other spell is learned by tracing it. Tapping an unlearned spell in the…
Composite Spells (Prototype)
Any two learned spells can be chained into a composite by drawing the second straight on from the end of the first, without lifting either thumb. The…
Composites: threading
(Idea) In-world, a composite is a thread: both thumbs stay down from one spell into the next, so the Glass never closes and the spells run together.…
Learning a spell by tracing a glyph
Find a fragment: in a ruin, on a shard, as a gift or a quest reward. Trace it with both thumbs, slowly if needed; no breath limit. A trace counts…
Character, Morality and Reputation
Detailed player profiles with many stats, far beyond a single level number. A perception / charisma-style reputation. Players may choose to be evil,…
Quests and NPCs
Single loose main storyline supported by NPCs, side quests, side missions and separate story arcs. Side quests are crucial: a very large library,…
Gear and Economy
Diablo-style gear (amulets, etc.) that players find, collect and trade. Gear can affect casting, such as breath length. Trading happens through a…
Multiplayer
Explicitly not an MMORPG dominated by the top 10% of players. PvP only in designated places, such as a dojo or training arena. No open-world PvP, no…