Posted December 10, 2024 by Bluetail7
#Demo
Cee Ann is the character with adaptability while Riptide is the one that evolves.
Cee Ann's vast skills/moveset/mechanisms are taken into account for said word (Adaptable) which allows the player to customize the gameplay to its style. It also means that the character has no limitations on mechanics such as double jump and others dynamisms, but he would be facing evolution since he's unable to upgrade physical traits such as character statistics.
Cee Ann's disadvantage: he's unable to regenerate over time like a living being, unless an external source is there to aid. He as well takes advantage of his traits such as combining his moves to perform large chains of attacks and leave little room for possible treats. Making good use of combos to balance an unfair opponent with large health.
Riptide is able to, being able to extend its defense and endure large combats as he grows in combat, speed and strength. But as his opposite, he's very limited to his body traits where he can learn a limited amount of skills that can be either innate or possible with practice.
Riptide's strength is that he can break through most enemies defense, the spear along with his attack power is able to perforate through the barrier or shell that the enemy would use to protect themselves.
Lives were added into the game as items, now you can collect and stack up to 5 or more depending of your gameplay style.
if the item in question can't add up to the count it will refill your health instead. Which is perfect if you plan to do a single run without loss.
Lightning system was fixed when walking into caves and stepping out of them.
You can select between 4 game modes.
The following act as such
Game Mode | Lives | Behaviour in Stage | Behaviour vs Boss |
---|---|---|---|
Complex | 5 | allows for the player to run through the stage while refillings it's healthbar when defeated | Your lives system won't refill against a boss, instead you will have to start over behind the boss room in the last CHECKPOINT. |
Challenge | 5 | the lives system will make you start the stage again from the last CHECKPOINT | The only time your healthbar gets a refill its when you are against a difficult enemy that is the boss battles. |
Arcade | Like the standard back then, you are given 3 lives but can raise up to 9. | you get defeated and respawn on the last checkpoint | same with the boss |
Casual | you will be given 7 lives just like a cat. | It allows you to refill your depleted healthbar no matter the situation | same with the boss |
All these modes end up to the same screen when its a GAME OVER:
You will be sent to the MENU SELECT where you can load your last save from the last time you went.
Each time you defeat a boss or get a powerup, it will run a demonstration to show how it works.
Sometimes there will be decent gimmicks you can learn from those, keep in mind those are a WIP and its planned to be able to skip with a button press.
Screen modes were an option you could find the MENU SELECT.
Now they are removed and instead they will be added as function keys for F2 to F4 with the following order
The game now features camera transitions while ZoomIN mode (prototype)
They will help you see your sorroundings as it scrolls to points of interest where there could be paths to lead the way
The same could be said as they focus on scenes as well.
Scanlines were added as an option (yet to be implemented into keys)
The following are as such.
Use Filters with functional keys F5-F8
Scanlines quality may vary depending on the screen.