Health System - AlexisBliesener/Bewitched GitHub Wiki

Status:

  • Concept
  • In development
  • Playable
  • Finalized

Description

What is the mechanic or system?

The health system governs survival during a run. The player’s health constantly decays over time, creating a built-in time pressure mechanic. If the player is possessing an enemy, that enemy’s health becomes the temporary health pool and also deteriorates over time, this is reflected in the UI and visually through degrading animations and stat changes. Once health reaches zero, the run ends.


Design Intent

What purpose does it serve?

The health system is designed to create tension and momentum by imposing a time-based survival limit (see ticking clock of mortality design pillar). It pushes players to stay active, strategize possession choices, and make quick decisions. It prevents stalling and reinforces the core gameplay loop of moving from host to host. It also creates emotional weight around which enemies to possess and when to abandon them.


Controls & Input

How does the player interact with it?
Example:

  • Passively, health will always be deteriorating when possessing enemies.
  • In combat, the player can lose health by getting hit.
    • Using Enemy abilities will decrease enemy health in chunks. Small amounts for basic abilities, larger amounts for special abilities.
  • Through salvaging in game upgrades the player can gain Witch health.
  • Certain in game upgrades can affect health stats.

System Interaction

What other mechanics or systems does this connect to?

  • Possession System: Determines whose health is currently decaying.
  • Animation: Reflects health decay visually.
  • In Game Upgrade System: Some upgrades may slow decay or restore health. Additionally salvaging items restores health.
  • Combat system: Damage taken removes even more health.
  • UI: Displays current health and decay rate.
  • Enemy AI: Enemy behavior will change in regards to their health.

Success Criteria

How do we know it’s working?

  • Players feel a growing urgency as health deteriorates.
  • System encourages constant movement and decision-making.
  • Visual and UI feedback clearly communicates health state.
  • Players understand the risk/reward of staying in a host for too long.
  • Health feels like a meaningful mechanic rather than a hidden timer.
  • Balanced well to reward skill without punishing loss to quickly.