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