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Important: I will do most of the work, and only ask the developers for 15-30 minute consultations in order to make things work well enough for testing. No need to spend anymore resources on these systems this week. Quickly prototype, quickly test, leave what’s good, throwaway what’s useless.
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Inspired by: Cyberpunk: Edgerunners
In Cyberpunk: Edgerunners, they use Sandevistan. This creates some iconic moments, where the characters feel like they are using special moves.
Sandevistanis a temporary status effect that can be activated on demand. It is designed to be primarily used bladed melee weapons. By default, Sandevistan will slow down time to a certain percentage for a set duration. Some variants may increase Crit Chance and Crit Damage.
Reference:
https://www.youtube.com/watch?v=xoLBt2vayAc
Introduce skill-expression and depth to the gameplay, while also not overwhelming the player with options.
I've designed it to be engaging and easy to pick up, so you can dive right into the action without too much complexity.
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The main goal still remains to find a good combat / gameplay loop. As a big fan of combat systems, fighting games, arena fighters, rpgs and every system that is designed to help you feel good while outsmarting your opponent, I think this system would be a good fit.
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<aside> 💡 By focusing on a single resource Adrenaline. I tried to keep the gameplay streamlined and intuitive, focusing on one key resource and a couple cooldowns as outlined below.
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<aside> ⚡ To help you keep track of your adrenaline levels, I’ve added lightning bolt icons ⚡ that show how much adrenaline each ability generates or consumes. We can adjust them based on balance.
In game, instead of lightning bolts, the character will have a segmented resource bar.
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Here’s a quick overview of what to expect:
