TearFallen

Combat Flow Document

System design document/7 min read/3 figures

Important: I will do most of the work, and only ask the developers for 15-30 minute consultations in order to make things work well enough for testing. No need to spend anymore resources on these systems this week.
Quickly prototype, quickly test, leave what's good, throwaway what's useless.

Inspired by: Cyberpunk: Edgerunners

In Cyberpunk: Edgerunners, they use Sandevistan. This creates some iconic moments, where the characters feel like they are using special moves.

Sandevistan is a temporary status effect that can be activated on demand. It is designed to be primarily used bladed melee weapons. By default, Sandevistan will slow down time to a certain percentage for a set duration. Some variants may increase Crit Chance and Crit Damage.

Goal of the system

Introduce skill-expression and depth to the gameplay, while also not overwhelming the player with options.

I've designed it to be engaging and easy to pick up, so you can dive right into the action without too much complexity.

The main goal still remains to find a good combat / gameplay loop. As a big fan of combat systems, fighting games, arena fighters, rpgs and every system that is designed to help you feel good while outsmarting your opponent, I think this system would be a good fit.

By focusing on a single resource Adrenaline. I tried to keep the gameplay streamlined and intuitive, focusing on one key resource and a couple cooldowns as outlined below.

To help you keep track of your adrenaline levels, I've added lightning bolt icons that show how much adrenaline each ability generates or consumes. We can adjust them based on balance.

In game, instead of lightning bolts, the character will have a segmented resource bar.

Here's a quick overview of what to expect:

Main Flowchart

Combat Flow Document, figure 1

Adrenaline Resource Overview

In my combat system, the lightning bolts represent your Adrenaline Meter, with each bolt symbolizing 25% of a segmented resource bar.

Combat Flow Document, figure 2

Actions and Their Effects

Light Attack:

Heavy Attack:

Dodge:

Parry:

Adrenaline Boost:

Selecting Abilities

For MVP: Every player will be given a choice in the beginning of the game.

Combat Flow Document, figure 3

For the full game: Players will have a default Special Ability available when they start the game. They will be able to purchase different ones as a part of the meta progression, or these abilities will be available in the middle of the level, inside randomized loot objects.

Can't catch me! will be the default skill available for everyone, while additional skills can be acquired during the match, to be used within the match. After the skill is used, they are not consumed, and instead the default skill is set again (Can't catch me!), forcing the players to always stay on the move if they want something different.

Rarities, droprates, and other data can be adjusted.

Playtest with this system

Objective

The goal of this playtest is to see how players manage their Adrenaline and make decisions based on their goals. Players will compete to be the first to collect 25 coins or have the most coins at the end of the game.

Setup

Gameplay Mechanics

Playtest Goals

  1. See how players use their Adrenaline during attacks, dodges, and boosts.
  2. Watch how players choose between collecting coins and attacking others.
  3. Check how players use their Adrenaline Boosts for speed or attack.

End of Playtest

Debrief

After the playtest, gather feedback on:

Development, MVP: To test the idea

Things I can take care of:

Things I will need help with:

After I start working on the prototype, and consult with the developers about existing systems (Some are not used but might be already done and need tweaking), I will also provide a detailed development estimation.