Thanks so much! The legacy system was actually one of my favorite ideas to design.
To be transparent: I used Claude (Anthropic's AI) as my development partner. This project was partly a personal experiment to test AI tools in a real creative workflow, understanding their capabilities, limits, and how far I could push a project without a traditional coding background.
The creative direction was mine: Card narratives, the Void Herald's arc, the legacy and sacrifice systems, the recruitable classes, and the boss fight structure. For balance, we ran Monte Carlo simulations over 5,000 random playthroughs to validate stat pressure across all cards.
One thing that genuinely surprised me was Claude's ability to visualize its thinking as interactive infographics mid-conversation — it mapped out the entire boss system visually before writing a single line of code, which made the design process much clearer.
Think of it like a director working with a crew: I knew what game I wanted to make, and used AI as the technical layer to bring that vision to life.
Thanks for playing and for the thoughtful question!