In Game Evocations - AlexisBliesener/Bewitched GitHub Wiki
Status:
- Concept
- In development
- Playable
- Finalized
Description
What is the mechanic or system?
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In-game evocations are collectible items that drop from defeated enemies during a run. When the player walks over an evocation, a prompt appears showing a brief description and icon of the evocation. The player can choose to either:
- Pick up the evocation by pressing the interact button, integrating it into their build, from a selection of 3 options
- Consume the evocation (if they don't want it), which returns a small portion of their decaying health as a reward for passing it up.
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Souls will drop when enemies are killed. These are the currency of the game. These can be used at alters which are the shops of the game.
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An alter will be placed in a few set rooms room in each level. This is done to encourage the player to explore the whole level in order to achieve the build they want.
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In the shop you can sell any evocations you have collected. Evocations will be sold for half the amount they are required to buy. In the shop there will be evocations available to buy. These will cost souls.
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You evocations will be capped to 5. This will be similar to a "charm" system.
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Stacking of evocations will be allowed. If you swap out an evocation for a new one you will lose your stack.
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The pity system will ensure that the amount of evocations dropped per run is relatively the same.
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In game evocations will be heavily mechanics based over stat based.
Design Intent
What purpose does it serve?
This system introduces meaningful, moment-to-moment choices that affect the player’s build and survivability. It creates a balance between power progression and health management, encouraging strategy and adaptability. The mechanic supports replay ability by introducing varied upgrade opportunities and consequences based on the player's current state and long-term goals within the run.
Controls & Input
How does the player interact with it?
- When an enemy dies there is a chance for them to drop an evocation, the evocation system will react to how many items have dropped.
- Walk over an evocation to trigger the pickup options.
- If the evocation slots are full, the option to swap is given.
- Once picked up the evocation will begin affecting the player immediately.
- Picked up evocations will appear in the evocation UI.
- All in game evocations are stackable
System Interaction
What other mechanics or systems does this connect to?
- Combat System: Evocations drop from defeated enemies.
- Health System: consuming evocations restores health.
- Player stats/abilities: picking up evocations adds to the player’s active abilities or stat modifiers.
- UI System: displays evocations prompt, icon, and description.
- Level Loading System: choices carry weight for the current run only.
- Shop System: How to pick and choose your own evocations, with slightly less randomization during the runs
Success Criteria
How do we know it’s working?
- Feels smooth and responsive when engaging with the upgrade prompt.
- Players immediately understand their options (chooses evocation option vs. consume).
- Adds strategic depth and variety to each run.
- Evocation choices are meaningful and support diverse builds.
- Consume mechanic feels like a fair trade-off, not a punishment.
Designed Upgrades:
Upgrade Testing Notes:
Summer time Upgrades
Editable sheet is in the previous year Macro Design Chart. Will migrate to a new one during the semester.