Gameplay
- Adjust loadout
- Begin run
- Explore/Unlock permanent progress
- Die in combat or platforming
- Repeat
- 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
- 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
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Player will find new Spell Stones, Runes, and Slots through progression and as loot
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Spell Stones each contain a different spell
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Runes buff the stone they are attached to
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Slots allow the player to equip Stones, more slots = more spells equipped
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Player can tinker with Spell Stones, Runes and Slots at the village and campfires
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Spell Stones have a number of sides like a die, each of which can have a rune slotted into it
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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
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Spell stone slots might be part of a ‘gauntlet’ or piece of equipment
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Gives a lore/story reason for getting new slots unlocked
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Spell stones are slotted into a slot
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Cool 3D menu where the player can see the gauntlet and select the slot they would like to change
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Changing faces on a slot could also be a cool menu with a rotating cube or something similar
- 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
- 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?
- 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