Notes 9 18 25 - AlexisBliesener/Bewitched GitHub Wiki

Design Notes

Core Mechanics

  • Hit Magnetism
    • Started on it (on goblin spin branch)
    • Not fully working yet
    • Should only apply when fighting
  • Removing long range attacks
  • Possession
    • Delay lag if miss → 0.5s
    • Chain into possessing different characters
    • Fast swaps: popping in/out and hitting different characters
    • Punch → punch → pull trigger into next enemy
    • Increase rate of health decay over time (maybe a timer)
    • Take damage if you stay in enemy too long
    • Idea: When enemy HP runs out, they’re still alive → player pops out
    • Idea: Enemies die if they enter a new room
  • Combat Targeting
    • Auto-targeting for attacks
  • Upgrade Ideas
    • Parries deal more damage
    • Apply poison damage

Camera

  • Calm exploration has different camera angle than fights
  • Over-the-shoulder camera during calm exploration
  • Pulls into 3D combat camera during fights
  • Precise aiming with hold + charge

Andrew’s Notes

  • Likes new possession camera
  • Controller preferred (keyboard secondary)
  • Combat feel: 2/3 familiar, 1/3 new
  • Whole team should play Arkham Asylum
  • Inspired by Arkham free-flow combat system
    • Pop between attacking different enemies
    • Need discussion about health system
  • Needs VFX work started
  • Enemies should slow down once possessed

Enemy Design

Goblin Ideas

  • 3-hit combo (play animation 3×)
  • Two short taps → hold for big 3rd hit
  • Remove cooldown from goblin primary
  • Secondary = counter/parry
  • Tactical shift to move behind player
  • Can be thrown farther than guard

Ogre Ideaas

  • 2-hit combo
  • Ground pound stomp as secondary
  • Secondary: slam → paralysis/stun

Serpent Ideas

  • Grab + pull back for secondary (?)

Dryad

  • Counter = short-range knockback burst (high Knockback, low dmg)
  • Half-room range, 3× height
  • Projectile light homing (primary)
  • Very low health

Andrew on Enemies

  • Each should have primary attack + counter attack
  • Secondary = utility (test with/without cooldowns)
  • Rhythm:
    • Different rhythms per character
    • Better moves if on rhythm
    • Flow = always on edge, vulnerable while swapping
    • Vulnerability should be part of design
    • Possession is the unique hook
    • Don’t let player stay in one enemy for too long
  • Possession Strategy:
    • Player must think about who to possess
    • Rock–paper–scissors dynamic
    • Creates enemy-wave puzzle
    • Each enemy requires different approach