Attune Wiki

Top-down RPG roguelike

User Tools

Site Tools


mechanics:health

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
mechanics:health [2025/05/01 23:17] – created coppercrusadermechanics:health [2025/05/05 15:29] (current) coppercrusader
Line 1: Line 1:
-Health System:+~~NOTOC~~ 
 +====== Health ====== 
 +---- 
 +Health is the player's life value. This page shows how the player loses and recovers health.
  
-- Combat is burst-like and relies on single hits and combos +===== Notes ===== 
-- Enemies are not full-swarm behavior but can be in large groups and start attack animations that must be dodge (given their area of effect) +  Health is a continuous numerical value 
-- Combat is fast-paced and rewards timing engagement and disengagement +  Taking damage causes stress to accrue (a reversed bar that increases from the right) 
- +  If the player's health falls below the stress threshold, it is one way and they are unable to heal past it 
-Features: +  This penalizes the player for taking too many successive hits without resetting stress and relying on regenerative and healing passives/health steal 
-Health is a continuous numerical value +  Consumables can decrease or even rest stress 
-Taking damage causes stress to accrue (a reversed bar that increases from the right) +  Consumables take a short time to consume (e.g. 1-2 second use time), and give an immediate health boost and stress reduction, some high-tier consumables even completely resetting stress 
-If the player's health falls below the stress threshold, it is one way and they are unable to heal past it +  A temporary Heal Fatigue de-buff is inflicted after using a consumable. If the player uses a consumable while under Health Fatigue, they will not lose any accrued stress, making it risky to spam healing as the player may take too many hits too fast and spiral down their max health trying to keep eating until they die, encouraging players to not recklessly take damage and space out their healing resetting after Heal Fatigue is gone so they can get as much stress reduction out of it they can 
-This penalizes the player for taking too many successive hits without resetting stress and relying on regenerative and healing passives/health steal +  Some armor or equipment might have specific damage resistances (which will decrease damage taken alongside stress accrued) 
-Consumables can decrease or even rest stress +  * Stress increases logarithmically 
-Consumables take a short time to consume (e.g. 1-2 second use time), and give an immediate health boost and stress reduction, some high-tier consumables even completely resetting stress +  * Game-play loop consists of fast paced attacking, with incentives to periodically disengage from enemies to recover health and recover battle stress, increasing the dodge skill helps with this as it makes consumables less risky to use and makes it less likely to take damage and accrue any stress in the first place 
-A temporary Heal Fatigue de-buff is inflicted after using a consumable. If the player uses a consumable while under Health Fatigue, they will not lose any accrued stress, making it risky to spam healing as the player may take too many hits too fast and spiral down their max health trying to keep eating until they die, encouraging players to not recklessly take damage and space out their healing resetting after Heal Fatigue is gone so they can get as much stress reduction out of it they can +  Health is a limited resource that should be carefully monitored, the player might start with 100 health, and can gain max health throughout the game via health-specialized items/rewards (either from bosses/enemy drops/loot chests/quests/etc.)
-Some armor or equipment might have specific damage resistances (which will decrease damage taken alongside stress accrued) +
-Gameplay loop consists of fast paced attacking, with incentives to periodically disengage from enemies to recover health and recover battle stress, increasing the dodge skill helps with this as it makes consumables less risky to use and makes it less likely to take damage and accrue any stress in the first place +
-Health is a limited resource that should be carefully monitored, the player might start with 100 health, and can gain max health throughout the game via health-specialized items/rewards (either from bosses/enemy drops/loot chests/quests/etc.)+
mechanics/health.1746134266.txt.gz · Last modified: 2025/05/01 23:17 by coppercrusader