Andrew Notes Start of Sprint4 - AlexisBliesener/Bewitched GitHub Wiki

Andrew 9/16/25 Notes

Camera Feedback

  • Still feeling a little fast on camera acceleration.
  • Can see too much of the player’s feet.
  • Reference: God of War camera.
    • Player is in middle-bottom-left, not much feet shown.
    • Very little floor in perspective.
    • Keep the character lower.
  • If we copy Arkham’s camera → must be very dynamic.
  • Camera should move up a little more.
  • Needs to drift back and up.
  • Player is currently in the way of the view.
  • Shift camera up → show less feet.

Sound / Emotional Feel

  • Sound should start more in the mysterious vibe.

Teaching / Onboarding

  • Needs a lot more build-up before entering a room of goblins.
  • Need to teach light puzzle elements to introduce mechanics.
  • Teach player to capture.

Controls

  • Switch button of R.
  • Enemies appear with same distribution → look at Arkham.
  • Add melee area-touch attack in addition to aim.

Character Movement (Eleth)

  • Feels too rough, needs to be more delicate.
  • Movement should feel dainty:
    • Reach and grab, falters if missed.
    • Not “damsel in distress” dainty, but weak and fragile.
  • Currently feels too “football player–ish” in movement.
  • Disconnect: She is weak but moves like a fighter.
  • Should not move like a trained fighter.

References

  • Uncharted vs Call of Duty → difference in feel.
  • Tomb Raider (newer Lara Croft):
    • Supposed to be weak → conveys that vibe through movement.
    • Movement feels labored, challenging, not smooth.

Visual Feedback

  • Need visible VFX when shooting / possessing.
  • Currently hard to tell if possession is working.

Combat Design

  • Combo system?
    • 3-hit chain feels like the answer.
    • Keep it simple: primary attack, small combo, dodge/counter.
  • Big focus on orthogonal design → enemies should feel as different as possible.
  • Combat flow:
    • Cone aim in normal walk mode (shotgun style, rough, on-the-fly).
    • Sniping aim for longer, focused shots.
  • Must avoid “sit and die” gameplay → need incentive for players to engage in combat.

Inspirations

  • Risk of Rain vs Arkham → analyze for combat pacing and variety.