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.