Possession - AlexisBliesener/Bewitched GitHub Wiki
Status:
- Concept
- In development
- Playable
- Finalized
Description
What is the mechanic or system?
The Possession System allows the player to take control of nearly any enemy in the game world. Upon possession, the player assumes the enemy’s form, gaining its health pool, movement abilities, combat attacks, and other traits. Possession is temporary: the health of the host enemy begins to decay immediately. Once the host is depleted or left behind, the player returns to their base form. This creates a dynamic gameplay loop that encourages chaining possessions for survival and adaptation.
Design Intent
What purpose does it serve?
This system supports the game’s core design pillars of adaptive playstyles, strategic movement, and replayability. It allows the player to:
- React to different combat or exploration challenges by choosing the right host.
- Continuously make high-stakes decisions about when to possess or abandon an enemy.
- Explore a wide range of abilities without the need for rigid character classes.
- Embrace experimentation and improvisation as part of the core gameplay loop.
Controls & Input
How does the player interact with it?
Mock Up Design:
- Player holds a button to enter an aim state. Press the right trigger to fire off possession.
- Cone ability when tapped, that narrows into a hitscan when held.
- Enemy and crosshair lights up when hovering over a valid target.
- Usable with any action in witch state, or after dealing damage with a currently possessed enemy several times.
- Captured enemies start with current HP
- Upon capturing an enemy, player gains a significant damage boost for 5 seconds
- Indicator in UI to show that it is ready to use, an orb that fills up with damage done.
- Looks like the game freezes for a few frames to give some punch to the possession, and maybe a small animation or particle effect to show the witch going into the enemy, an effect reminiscent of Mario Odyssey. (yellow light)
- Range is slightly longer than touch when just the basic cone, gets longer when narrowing the cone.
- If wanted, here is the link to the doc of ideas for the full read: Posession Ideas OUTDATED!
System Interaction
What other mechanics or systems does this connect to?
- Health System: Host health decays over time.
- Enemies: The player will take on the form, movement, and abilities of possessed enemies.
- In Game Upgrade System: Upgrades may affects host decay rate, possession cooldown rate, etc.
- UI: Possession cool down rate will be shown, abilities of possessed enemies will be shown.
- Kickback damage: When dying while possessing an enemy, the witch will receive some damage from this happening.
- Hotswap Damage buff: Changing bodies grants extra damage for a few seconds.
Success Criteria
How do we know it’s working?
- Possession feels intuitive, responsive, and satisfying.
- Players clearly understand the benefits and risks of possession.
- The loop of possession -> decay/fight -> counter/eject -> re-possession feels fluid and core to gameplay.
- Each enemy form offers a distinct, meaningful variation in playstyle.
- Players are motivated to experiment with different hosts throughout a run.
- Visual/audio feedback make understanding the point in the loop of possession the player is at easy and impactful.