William Wong ← All projects
Mobile Roguelite  ·  Godot 4  ·  Solo

MatchSmith

A blacksmith roguelite where matching pieces improve the Power, Durability and Sharpness of a weapon. You are not only trying to clear the board. You are trying to make the best weapon you can for a customer before running out of moves.

RoleDesign, systems, UI/UX, art
TeamSolo
EngineGodot 4
PlatformMobile
01

Summary and involvement

Each customer gives you three weapon requirements and a move limit. Matching pieces raises those stats, but simply passing the requirement only gives you a Standard result. The better you do and the fewer moves you use, the better the finished weapon becomes.

The loop

A run contains five customer orders. For each one you choose an order, forge the weapon, receive the result and then visit the shop. Gold is used during the run, while Renown is kept between runs for permanent progression.

What I did

  • Design document, run structure and economy
  • Quality, scoring, upgrade and relationship systems
  • UI and UX across every screen
  • Characters, icons and visual direction

Why the board has stakes

Passing the requirements is only the minimum. You can keep matching to improve the quality, but unused moves also have value. I wanted the player to decide when the weapon is good enough instead of always using every move automatically.

02

Features

The forge match-3 board
Core verb

Each piece does a different job

Swords, shields and hammers raise one weapon stat each. Tongs raise all three, while flame adds more points to whichever stat is currently the lowest.

Forge board with move counter
Resource

You decide when to stop forging

Every order has a limited number of moves, but you can finish early. Extra moves help with rewards and the highest quality tier, so pushing for one more match can also cost you.

Order select screen
Run structure

Choose which customer to help

You choose between orders with different requirements, rewards and risks. This also affects which customer relationship you are improving or possibly disappointing.

Workshop hub
Meta

Progress the workshop between runs

The workshop holds your blueprint archive, customer ledger, weapon hall and permanent upgrades. These use Renown so progress between runs is kept separate from the gold used inside a run.

03

Design notes

Quality depends on how much better you did

Meeting every requirement gives a Standard result. Going beyond the requirements moves the weapon into higher quality tiers. Legendary also requires moves left over, so the best result comes from both strong matches and using those matches efficiently.

Quality tiers. The multiplier applies to the order’s gold reward.
TierConditionMultiplier
FailedAny required stat unmet0.5×
StandardAll met, low surplus1.0×
FineModerate surplus1.5×
MasterworkHigh surplus2.25×
LegendaryVery high surplus and moves left over3.0×

The pieces

Tile effects. Three tiles do the obvious thing. Two do not.
TileEffect
Red sword+10 Power
Blue shield+10 Durability
Yellow hammer+10 Sharpness
Green tongs+4 to all three: more total, less aimed
Purple flame+15 to whichever stat is lowest
The flame helps fix whichever stat has fallen behind. It is very useful when the weapon is uneven, but less useful when all three stats are already close. Its value changes during the forge.

Customers remember your usual standard

Every customer has a favour score and an expectation based on the weapons you previously made for them. They react to whether the new weapon is better or worse than what they have come to expect from you, and that result changes their expectation for the next order.

The rule
favor += BASE + (delivered − expected) × K
expected → drifts toward delivered
The consequence

Your best work eventually becomes normal. If you keep giving a customer Masterwork weapons, they begin to expect that quality. Maintaining a long relationship therefore becomes harder than making a good first impression.

  • Standing runs from 0 to 100 across five tiers. It mainly changes how warmly a customer speaks to you instead of giving a combat advantage.
  • Hit zero and the customer leaves the order pool entirely. Winning them back costs renown.
  • Winning someone back also resets their expectation, so the relationship can begin again instead of returning at the same difficulty.