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Since last month, I've begun implementing new gameplay mechanics:

Healing Mechanic:
  - I've introduced the use of healing, which restores approximately 1/3 of the player's health.
  - An UI indicator displays the number of healing potions available (starting with 3).
  - There's a startup animation before the healing takes effect.
  - Once potions are depleted, players can recharge them by executing a backstab or frontstab on an enemy.

Enemy Stagger Mechanic:
  - Enemies can go into a stagger state before dying.
  - Attacking a staggered enemy automatically triggers a frontstab (or a backstab), useful for recharging potions.
  - The probability of causing an enemy to stagger is low (around 10%).
  - Enemies remain staggered for only a few seconds, and if not attacked during this time, they recover. This can add complexity to frontstab attempts when facing multiple enemies simultaneously.
  - Upgrades will  offer the chance to increase the likelihood of causing an enemy to stagger.

Backstab and Frontstab Conditions:
  - Backstab and frontstab moves are executable only when the enemy's health is below 50%.
  - An icon appears next to the enemy's health bar to indicate its vulnerability to backstabbing.
  - This mechanic aims to mitigate the exploit of circling around an enemy and eliminating it with a single blow, encouraging more face-to-face combat.

Invisibility Cloak:
  - I've implemented the Invisibility Cloak, rendering the player invisible to enemies.
  - The cloak is removed after 10 seconds, upon attacking an enemy, or sustaining damage.
  - The cloak can be recharged by killing enemies.
  - This mechanic offers the opportunity to stealthily attack and eliminate enemies or skip an area (in case an enemy is too strong).

There are still more mechanics I plan to implement, including Possession (already in progress), where the player can control possessed enemies and use their attacks against other foes. I hope to showcase updates on these new mechanics soon.