Bullet Hell Arena Game Design Document/ Notes

 Game mechanics

Jumping

Cannot shoot while jumping

Shooting

Ammo

Passive ammo gain

Held down passive firing bullets

Tap fire

Fast Fall

Gravity only applying when airborne

Dash gravity

Dash boosting

Dash cancel

Dash timer reset

Dashing x speed being more than 0 boost start up of the jump

X dashing

Back dashing

Up dashing

Down dashing

Air dashing faster than ground dashing

Number of mechanics

dashing 10

Notes

Dashing (yes dashing needs it's own segment alone)

Dash canceling adds a surprising amount of skill of canceling the dashing (dash canceling does allow the player to recover into the dash state to use it again, rewarding the player for being smart with it)

Dash boosting (holding the direction you boost does add some engaging gameplay elements to the given system)

The more interactions created between the given buttons already for the game mechanics and how they synergize the more they work off each other to create a higher skill ceiling. An example being dash boosting into a dash cancel allows you to turn it into a quick dash, a quick and easy way to gain back the ability to dash.

Dashing has many ways to successfully combo with other movement abilities within the game as of now. The level of depth given to this one game mechanic out weighs the level of depth given to the other game mechanics. There are problems and then there is a new choice; complexity comes from added problems, the new choice brings a new way to use the same tool.

One new problem only being brought to dashing, managing your ability to jump and dash, with dashing being given so many uses that such a mechanic has to be put on a limited leash, however unlike other mechanics will be rewarded for the player when timed properly.

Weapons

Weapons not only need to look different but need to feel different depth wise, how long shots take, how much damage it deals, etc will change how players play with the new arsenal.

Useful mobility combo-ing mechanics so far

Dash boost + dash cancel

dash + dash cancel + dash

Jump + up dash

Dash + jump

L or R + Dash + jump = quick jump

In air + L or R + Dash

Attack combos

Tap up = shoot

Hold up = held fire shots

Potential game mechanics to test

Invincibility frames on dash

Melee damage on dash

Frame Data

Grounded jump = 5 frames

Problems

I haven't played enough bullet hells to make a good bullet hell, the platforming is good for the most part but I have to know the genre better.

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