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projectconstantine's Introduction

Gameplay Testing Thoughts

Turrets should be statically placed in smart places

The kamikaze enemies don't feel great

There needs to be a delay between when a wave ends and when one spawns

Need time delay upon entering a room before the fight starts

Need a momentary delay once enemies spot you until they start shooting

  • This is particularly an issue when the enemies spawn and instantly fire
    • Might just need a quick animation before they begin to fight

Primary attack is a little too long - you can clear some levels without engaging any enemies

After hitting an enemy, it should know where you are and start attacking

Enemies should send an alert event for other enemies that are nearby to help

Out of Run Currency

Outstanding Questions

What is the out of run currency and how does a player earn it?

  • Purchase new support abilities

Out of Run Upgrades

More Health

More Energy

Faster Energy Regen

More initial primary orbs

Start run with extra currency

Zones

Zone 1

General

The feel of each hallway should be tight and feel like you're in a garden maze. The story, shop and boss fights will be in more open areas

Room List

Current:

Zone1_Chair

Zone1_HourGlass

Zone1_Large

Zone1_Square

Zone1_Start

Zone1_Story_2

Zone1_Boss

Zone1_Shop_2

Zone1_Rest_2

Traps

Mushrooms

  • Spawn gas that harms the player Vines
  • Crawl around the floor and hold the player in place

Enemies

Standard Rooms Large melee plant

  • Like demonic foliage from dark souls Worm
  • Spits needles
  • Could replace archer Beatle
  • Explodes on contact with player Ghost
  • Spawns from a corpse flower Hornet
  • Sets up and charges at the player Spider
  • When killed it spawns baby spiders that attack

Boss

Water elemental

  • Fights from a fountain
    • Can move between several fountains in the arena
  • Vines from the ground attempt to hold the player in place while the elemental hits

Snake/worm

  • You have to hit the head otherwise it breaks apart and spawns into more pieces

Combat

Primary Weapon (Orb)

Upgrade List

Increase Crit Damage

Increase Orbs

Increase Damage

Orbs can passthrough enemies

Add status effects to orbs

  • Damage of time
  • Slow enemy

Reduce damage on hit

Secondary Weapon

Fire all orbs at closest target

Heat seeking missile

Explosive shot

  • Explosive damage
  • Explosive slow

Explosive DOT

Support Abilities

Ability List

Create defensive orb around player

Create terrain in front of player (bone wall from diablo)

Create slow down field

AOE ability that freezes enemies in place

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