I have no idea what I’m doing and you can’t stop me.

Author, Trans Woman, Hypno Domme, Hopeless Romantic, Sadist, newly out system.

Pronouns are She/It, perpetually happy HRT gave me titties and sad it didn’t give me tentacles.

I had shame once.

Ξ

Θ Δ

Dating: @lunasorcery

18+ only


A game that has the control scheme of a modern day Zelda game, a very carefully designed freerunning type mechanic for traversal, the color palette of a Kirby game, and is focused around collecting different magical swords that give you cool beam attacks and such when you swing them - but the swords don't get phased out, you are expected and to level them up and use your favorite few throughout the game like they're Pokemon (they have a limited magic pool, and it only recharges in your inventory, so you have to swap between a few, but you never permanently lose them). The story would follow anime plot progression of "Start off with stopping bandits, end with you swordfighting God, and every step between the two is a logical offshoot of the last."

...actually, I may use this mechanic for a book at some point that sounds rad as hell.


You must log in to comment.

in reply to @estrogen-and-spite's post:

Right? You’d encourage the player to try out new builds because they’d switch out one sword for another, but it might have a recharge time that doesn’t flow well with their existing build so they look at different options, and you’d have to consider the overall balance of recharge and mana depletion and attack speed and of course damage.

Also it feels more fun to me than durability loss because when a sword hits zero mana it’s not gone until you leave combat and repair it or broken forever, it’s just time to switch to the next sword so it can recharge, and with the right animation switching blades could be a cool thing worked into the flow.

I am currently playing an old game that each weapon you equip in a slot is an additional attack in your combo, and there are various bonuses and such to how you order them as well as costs and damage types (weapon in third slot gets 20%bonus damage, but increased stamina drain, that kind of thing) and I always enjoy the different ways to get players to engage with more of the options.