9 Lives To Die
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Gameplay

Core Loop

  1. Adjust loadout
  2. Begin run
  3. Explore/Unlock permanent progress
  4. Die in combat or platforming
  5. Repeat

Mechanics

  • The player battles through level through a combination of combat and platforming
  • Thorough exploration of areas rewards the player with better equipment in order to progress more easily
  • Though the player returns to start on death, permanent progress such as shortcuts, boss clears and player upgrades enable easier progression to the same point on subsequent runs
  • A successful start-to-finish run should take no longer than a couple hours, but the game offers more playtime due to the likelihood of needing incremental progress through multiple runs

Player

  • 9 HP, when depleted the run ends and they return to the village as a new cat
  • Player can run, jump and attack at close range
  • Cast spells using permanently unlocked spell stones
  • Loot is gained through exploration and by defeating enemies
    • Loot consists of resources and new equipment/upgrades
  • Spend resources in the village to unlock new facilities and purchase new equipment

Spell stones

  • Player will find new Spell Stones, Runes, and Slots through progression and as loot

  • Spell Stones each contain a different spell

  • Runes buff the stone they are attached to

  • Slots allow the player to equip Stones, more slots = more spells equipped

  • Player can tinker with Spell Stones, Runes and Slots at the village and campfires

  • Spell Stones have a number of sides like a die, each of which can have a rune slotted into it

  • Each rune provides the spell stone with a global buff that is applied on every use, as well as an effect that only activates if the spell stone ‘rolls’ that rune on a per use basis

  • Spell stone slots might be part of a ‘gauntlet’ or piece of equipment

  • Gives a lore/story reason for getting new slots unlocked

  • Spell stones are slotted into a slot

  • Cool 3D menu where the player can see the gauntlet and select the slot they would like to change

  • Changing faces on a slot could also be a cool menu with a rotating cube or something similar

Enemies

  • Simple enemies scattered throughout levels, minimalist hp and move pools - randomised loot
  • Spawned on a per-run basis
  • Tougher opponents/encounters (akin to mini bosses) guarding more significant loot/unlocks or level progression
    • Defending a fixed reward
    • More challenging than regular enemies

Area Bosses

  • Cinematic introductions
  • Lore implications
  • Complex fights with more than one phase - most challenging hurdles of the game
  • Fixed rewards
  • Die permanently - maybe they shouldn’t but defeating them allows for a ‘shortcut’ which skips them out?

Rest Areas/Camps

  • Throughout the levels there will be some ‘rest’ areas
  • These will be optional spots where the player can setup a camp
    • Instead of setting up camp, they can choose to ’loot’ the camp for extra resources
    • This allows experienced/good players to benefit without actively penalising weaker players (they only lose ‘potential’ rewards)
  • Provide a hazard-free room where the player can:
    • Take a breather
    • Adjust their equipment
    • Fast-travel to other camps
    • Players will have the ability to ‘bank’ their money (send it back to the village) which saves it for future runs (maybe a mole/carrier bird npc)
  • Camps do not persist across runs
  • For a bit of added flair we’d like to add an npc to the camps
    • Plays an instrument/camp theme
    • Can be talked to for guidance/hints potentially?
    • An extended scope feature