New updates and improvements to the Genoverse

Below are some of the items the Genopets team has worked on over the past few weeks. We’re pulling back the curtain to show you, fellow Genovians, what goes into making a game.

Hey Genovians,

When we announced Genopets back in 2021 we wanted to make this a game that trains you not just physically, but mentally as well. As such, the original vision of Battle was that every attack would be its own mini-game, challenging different areas of cognition, from memory and reaction games to perception and puzzles.

We’re making that vision a reality, so we wanted to take you back through time to better explain where we are today. 

Throughout development, we faced the complexities of creating such a novel and unprecedented game. Nearly every aspect of Genopets presented unique challenges, from technological hurdles to game design innovations. Recognizing the need to lay a solid foundation, we started with something more familiar yet still ambitious: a turn-based player versus player (PvP) system inspired by the strategic depth of Magic: The Gathering. The ultimate plan is to make v1 of the Battle feature a foundation upon which we can build towards our ultimate vision later.

Vision for Battle

Our goal was clear: to develop a battle game that featured short, engaging games that were easy to pick up but difficult to master. We wanted a Battle system that not only provides fun but also supports the overall mission of Genopets to enhance your physical, spiritual, and mental well-being.

Initial Brainstorming

We started with Magic: The Gathering as inspiration - being the most successful card game of all time, and conceptualized our Battle as a card game. We knew we wanted to retain an element of strategy and that we wanted the way you built out your Genopet to matter. 

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So we played with the idea of Augments being tied with moves and built upon the idea that your Augments could be like cards in your deck. Then we designed multiple layers of strategy out from there. 

Strategy Layers

Wanting to closely tie Battle with the customization of your Genopet, we decided the most basic strategy should be about choosing which Augments/moves you want to use.

But how do you bring in a layer or strategy around taking/dealing damage? You bring in the idea of break points (now called power meter).

What about an additional layer of chance? Elemental crystals could be implemented to give players a dimension of rock/paper/scissors type of strategy.

What about the physical aspect of the game? We needed one last layer; A tactical element that would tie the spirit of the game as a whole - movement - into Battle. So we experimented with the idea of a gyroscope-based dodge reaction/timing mini-game which would serve as a prelude to future minigames within Battle.

The Testing Game Plan

To balance our ambitions, we decided to build and test out Battle one layer of strategy at a time to ensure that it is balanced and fun within each layer of strategy before introducing the next.

With our vision clear and a game plan for scaling our ambition settled on, we began sketching out basic game mechanics and moves. Formulas were developed to determine how different battle moves would interact. We discussed incentives for winning Battles, potential tournaments, and the overall user experience of getting into a battle.

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Card Games

With some rough formulas in hand, we turned to card testing. Using a deck of Uno cards and Google Meets, our team simulated battles to get a feel for the game's speed and difficulty. Iteration was key as we refined our approach.

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Deeper Game Mechanics

We expanded our move list, aligning different moves with specific Augments. Attack types were categorized. We have begun testing with the categories we created, but we are still in the process of fine-tuning these categories to create a balanced and strategic gameplay experience.

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We also conceptualized various playstyles:

  • Tank: Max DEF – Hard to kill but does less damage.
  • Glass Cannon: Max ATK – High damage output but low HP.
  • Ninja: High SPD – Quick and agile, with speed playing a crucial role beyond just determining turn order.
  • Caster: Uses status effects to control the battlefield.
  • Elemental: Maximizes elemental play for strategic advantage.

No UI Testing

Our first draft of move sets was tested using a no-UI text-based model. While this helped us understand the mechanics, it wasn't suitable for wider testing, as it was too complex to grasp without visuals. This led to the creation of Mainframe Battle, which features a limited UI and no animations.

Mainframe Battle Testing

We developed self-battle and multiplayer battle modes, complete with battle IDs to compete against real people. To ensure comprehensive analysis, we created battle logs and analytics to track all moves, evaluate their effectiveness, and assess battle durations. A viewer tool allows us to replay battles and analyze every move.

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What's Next?

Our journey with the Battle feature is far from over. Next, we’re focusing on balancing and simplifying the move sets to ensure a smooth and strategic gameplay experience. 

We’re preparing a special surprise to let more players test these foundational elements. This upcoming phase will offer a nostalgic yet fresh way to engage with Genopets. Stay tuned for more details and get ready to dive into the fun as we continue to shape the future of battles in the Genoverse.


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Summon your Genopet and start moving to begin exploring and evolving together. Stay tuned for future updates, and join the conversation in our community channels below. See you in the Genoverse!

About Genopets

It’s time to step up your game. Genopets is the world’s first Free-to-Play, Move-to-Earn NFT mobile game, making it fun and rewarding to live an active lifestyle. A Genopet is your digital pet whose evolution and growth are inextricably linked to your own. The steps you take every day power your journey through the Genoverse as you explore, battle, and evolve — earning crypto while you play.

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