Gameplay References - AlexisBliesener/Bewitched GitHub Wiki


What is this document?

This document is a curated collection of gameplay mechanics, systems, and features from other games that inspire or inform Bewitched.
It serves as a shared design vocabulary and reference point for discussions, brainstorming, and decision-making.


Batman: Arkham Asylum

Mechanic(s) or Feature(s) Referenced:

Why It’s Relevant: All of the games in the Batman: Arkham series feature a fast and fluid combat system with an over-the-shoulder camera perspective. Instead of focusing on landing high-damage combos, difficulty comes from the player's ability to control the battle and counter incoming attacks. The character controller helps the player hit their enemies, without worrying about precisely aiming or locking on to an enemy, which allows them to handle battle scenes with a high number of enemies. It manages this without making the player feel unstoppable; if the player fails to defend against incoming attacks they can be easily taken down.

Video or Visual Link (if available):

Notable Details:

  • What works well:
    • Fluid combat that lets the player feel effective but not invulnerable
    • Focus on controlling the encounter rather than landing elaborate combos
    • While playing on controller, the camera dynamically frames the action so the player is not confused
  • What could be improved:
    • The animation sets are very complicated, and will need to be simplified for our budget
    • The high amount of hit magnetism can feel overbearing at times, making it too easy to target enemies
    • parry windows and startup frames could be reduced to ramp up the difficulty
  • How it inspires our design:
    • Bewitched will prioritize a tight, responsive feel in our player controller to support fluid movement and combat.
    • Bewitched will feature several enemies attacking the player at once, and the player must have a way to deal with them without feeling overpowered.
    • Bewitched will utilize a similar camera angle to give the player a complete picture of the battlefield.
    • Players should be switching between offense and defense, attacking enemies then defending against incoming attacks.

Risk of Rain 2

Mechanic(s) or Feature(s) Referenced:

Why It’s Relevant:
Risk of Rain 2 effectively combines fast-paced gameplay with a progression loop that feels rewarding and unpredictable. The way it handles upgrades and level variation keeps each run fresh, and the responsive character controller supports high-speed, chaotic combat—something we're aiming to replicate or build upon in Bewitched.

Video or Visual Link (if available):

Notable Details:

  • What works well:
    • The upgrade system is simple but highly impactful, players quickly feel stronger as items begin to stack.
    • Randomized levels keep playthroughs from feeling repetitive.
    • The character controller is fluid, responsive, and well tuned for movement and combat.
  • What could be improved:
    • Difficulty scaling can get too challenging fast
    • Upgrade randomness can feel unfair depending on your luck during the run
    • The lack of mid-run build changes leaves the players build feeling stagnate once selected at the start.
  • How it inspires our design:
    • Bewitched will incorporate variations to levels to mimic randomness.
    • Bewitched will incorporate an upgrade system where stacking plays a large role.
    • Bewitched will prioritize a tight, responsive feel in our player controller to support fluid movement and combat.

Enter the Gungeon

Mechanic(s) or Feature(s) Referenced:

  • Fast paced gameplay

Why It’s Relevant:
Enter the Gungeon offers a great example of how fast-paced combat can remain readable and skill-based even in a chaotic environment. The blend of twitch reflexes, movement precision, and pattern recognition fits well with our design goals. Its pacing and feel give players a satisfying feedback loop that’s both challenging and fun, which aligns with the core of what we want to achieve.

Video or Visual Link (if available):
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Notable Details:

  • What works well:
    • High enemy variety makes encounters dynamic
    • Enemies come in fast causing constant tension
  • What could be improved:
    • Too much visual clutter on the screen can impact clarity
    • Tight rooms can feel limiting
  • How it inspires our design:
    • Bewitched will have near constant swarms of enemies to keep gameplay moving
    • Bewitched will have noticeably different enemies to make each encounter different from the last

Darkest Dungeon 1 and 2

Mechanic(s) or Feature(s) Referenced:

  • Art style
  • Enemy art

Why It’s Relevant:
The art direction in Darkest Dungeon is gritty, stylized, and emotionally captivating. It uses sharp lines, limited palettes, and exaggerated proportions to create a strong mood that immediately communicates the game's tone. The enemy designs are grotesque yet memorable, and each one visually conveys its role, danger level, and place in the world. This is especially relevant as we aim to build a distinctive visual identity that communicates tone and mechanics clearly through character and enemy design.

Video or Visual Link (if available):
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Notable Details:

  • What works well:
    • Consistent and instantly recognizable visual language across all characters and enemies
    • Enemy designs are thematically rich and reinforce gameplay mechanics
  • What could be improved:
    • Some designs can blend together at a glance
    • Color palette can become visually repetitive over long sessions
  • How it inspires our design:
    • Bewitched will have a bold, cohesive art style that supports the tone and theme of the game
    • Bewitched will design enemies with silhouettes and visual cues that clearly suggest behavior and threat level.

Tales of Maj'Eyal

Mechanic or Feature Referenced:

  • Possessor class

Why It’s Relevant:
The Possessor class introduces a unique mechanic where the player can take control of defeated enemies, inheriting their abilities and forms. This offers a compelling take on player identity, progression, and tactical flexibility.

Video or Visual Link (if available):
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Notable Details:

  • What works well:
    • The diversity of enemies creates a wide range of gameplay mecahnics.
    • Strategic depth is increased by the player choosing which body to inhabit in different situations.
  • What could be improved:
    • Steep learning curve due to the sheer number of abilities can be overwhelming to new players.
    • Visual clarity: it can be hard to track which host has which abilities.
  • How it inspires our design:
    • Ensure that all abilities gained are visually and mechanically distinct to maintain clarity.

Hades 1 and 2

Mechanic or Feature Referenced:

Why It’s Relevant:
The enemy design in Hades combines visual clarity, gameplay readability, and thematic cohesion. Each enemy has a distinct silhouette, color palette, and animation style that telegraphs its behavior and threat level, even amidst chaotic combat. This is especially important for fast-paced action games, where players must make split-second decisions. Additionally, enemy types feel like they belong to their respective biomes, reinforcing environmental storytelling. Additionally, Hades stands as an example of how to create a dynamic combat scenario with a fairly limited player compared to AAA titles. The player has a relatively low movelist, which is important to keep in mind when considering scope.

Video or Visual Link (if available):
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Notable Details:

  • What works well:
    • Clear visual language for each enemy type, telegraphing attacks through animation and color cues.
    • Balanced enemy pacing, some are aggressive, other support, others are zone based, creating layered combat.
    • Biome-specific enemies feel thematically appropriate and mechanically unique.
  • What could be improved:
    • Repeated enemies over time can feel less fresh over time.
    • Occasionally, similar color palettes across enemies and environments reduce contrast during hectic moments.
  • How it inspires our design:
    • Design enemies to be recognizable and readable in motion, even with multiple on screen.
    • Assign clear roles to enemies to add strategic depth.
    • Focus on animations cues to communicate attack patterns.
    • Create cohesion between level design and combat.
    • Alternate between attacking enemies and evading damage.