Action MMORPG - concept and design materials, drafted 2021–2022. Archived as a portfolio artifact; no longer in active development.
The game's name is a wordplay of "Me Hallucinating".
| Game Theme | Anime, Cute, Post-Apoc |
| Style | Gacha |
| Type | PvP |
Also in this repo:
ui-mockup/index.html- interactive UI mockup (2022); open in a browser and hover annotated regions. HD source atui-mockup/images/ui-overview-hd.jpg.figures/- figures used below
In a world where humans and monsters tried to coexist, a natural disaster brought the two beings to clash into a worldwide battle.
After the disaster, only a few survived, many with terrible injuries.
The famous Scientist, Doctor Rassler, for months enclosed in his laboratory, developed a technology capable of both - saving lives, preventing wars, and of course, merging the two species.
| Emotion | Bonus |
|---|---|
| Normal | Bonus to Normal-attribute attacks |
| Happy | Bonus to Fire-attribute attacks |
| Sad | Bonus to Ice-attribute attacks |
| Funny | Bonus to Thunder-attribute attacks |
The Cluster Creator system allows players to merge their looks with their battle abilities.
D.R., founder of the Chi-MERA project, developed a portable tool capable of allowing humans to synthesize and merge with monster Spirits and Body parts through a magical process called Soul-Synthesis.
Soul Tank allows players to find monster parts and contain them in a synthesized state in their inventory.
Those parts are called Clusters. The Soul Tank allows for "cluster-ing" together:
- 4 body parts
- 1 Fashion apparatus
- 1 Emotion apparatus (player can select their starting emotion at character creation)
- Fashion (Soul Tank) - gives a monster's trait to the character (stats / effect).
- Fashion (Cluster) - gives a monster's trait in their premium version (visual).
- Emotion (Soul Tank) - gives a human's trait to the character (status / effects).
- Emotion (Cluster) - gives a "morale-type" auto-buff at battle start.
e.g. Sadness Emotion = Normal Attack Defense + X%
The Emotion's buff lasts only for 30 seconds after the battle starts and won't reactivate until a new battle session is started.
The Clusters (i.e. the game's equipment) are obtained in-game through bosses and quests, and from the in-game Cluster Gacha mechanism. They always generate with random attributes defined by a certain mechanism (tl;dr).
Each of the 6 main clusters also comes with an Active Ability.
- Active abilities are randomly applied in sets of 3 per Cluster.
- Active abilities are randomly applied in Skill Level (1–10).
- Active abilities are capped - only one out of 3 can have SKLV > 6.
- Clusters are the only way for players to get Active Skills.
Clusters define what you are in battle.
- Spirits are captured after defeating monsters or from Soul Gachas.
- Spirits are a form of energy developed on death by monster species.
- Soul Tank can synthesize Spirits into Crystals the player can use in their soul tank slots.
- Each Spirit has a specific Cost, and the Soul Tank a Capacity.
When placing a Soul in the Soul Tank, the Soul Tank Cost value is deducted from the available capacity. Otherwise, the soul cannot be installed in the tank.
The Soul Tank Capacity amount increases with the character's level.
Our character awakes from war's battlefield severely injured and requires immediate transplant to survive. Lost memories and without knowing wealth, our alter-ego is sent to the Chi-MERA laboratories as a guinea pig. However, that night, a big riot gives a great escape chance...
After the story events and mini-tutorial, the character is back to its lobby - a ruined house that requires repairs. The war's results.
From the lobby, the character can:
- accept daily missions
- participate in events and PvP maps
- enter the 1v1 PvP Arena
- play Fast 5v5 PvP
The rewards from PvP are Remembrance Scrolls that the player can use to purchase from the PvP Store, and occasionally trade-in for in-game premium currency (i.e. on holidays or special dates, like the launch of updates or events with a cap limit).
All PvP Deaths in 1v1 and 5v5 are broadcast to the world's system chat log.
Randomly generated dungeons with randomly assembled enemies and loot. Level-selected players are also added to participate in these special maps. They're structured as an open area with treasure chests (containing consumables and, at low rate, spirit capsules - which allow trading of spirits with other players).
Players can team up in these open areas.
A large-scale "kill till you're dead" battle where the player is sent against packs of enemies until it perishes.
The challenge updates weekly and the prizes are sent to the player's in-game mail right after participating, a maximum of 3 times.
Classic map where you fight increasing-difficulty enemies and get loot at each stage. Loot is randomly sorted and leveled.
Automatically generated daily quests that reward a medium amount of premium currency.
Premium currency cannot be traded. Items purchased with Premium Currency (free) cannot be traded.
Players can trade their Clusters with other players. There's a fee to pay in Premium Currency to activate this system.
Like every gacha game, there's a rank system. When completing quests and missions - including PvP - rank EXP is acquired.
- High-Rank levels enable an increase in the rarity of contents found in personal challenges, daily missions, etc.
- The high-Rank level also increases A.I. of PvE enemies.
(The gacha also includes all previous monsters and their parts.)
Every week a new monster is released to the game, and with it:
- Body parts (clusters)
- Abilities (trait)
- Fashion (looks)
Every week a pool of souls is put together with rare ones, at cost of premium currency each summon - and less with 10+1 summon.
Top-tier prize rate: 3%
- VIP players have anticipated access to open areas (dungeons) not released to the public.
- VIP players can access more content than F2P.
Archived as a portfolio artifact. Issues and pull requests are not monitored. All rights reserved © Dytomic.



