Re: Calling all game designers!
by Karyete
A fantasy-modern hybrid allows us to be really creative, so I reckon we should try that.
So each level has different puzzles that can only be solved by using certain abilities, right? And each mage has different abilities that can be used, so I'll just put down a few potential abilities that could be used for each mage. Keep in mind they also function as combat moves, and also I was thinking that certain abilities aren't given to you at the start of the game (shown with italics).
These are just my ideas, and it's more of a case of 'can we actually pull that off' than anything. Please tweak them as you wish.
EDIT: Added some details on how each mage is played.
So each level has different puzzles that can only be solved by using certain abilities, right? And each mage has different abilities that can be used, so I'll just put down a few potential abilities that could be used for each mage. Keep in mind they also function as combat moves, and also I was thinking that certain abilities aren't given to you at the start of the game (shown with italics).
These are just my ideas, and it's more of a case of 'can we actually pull that off' than anything. Please tweak them as you wish.
Water Mage: show
Water Spray - Shoots out a short-ranged wave of water, and can be used repeatedly. Can be used to extinguish flames. Can be angled and used in midair. (Water Mage's standard attack, able to be used quickly and deal solid damage. Also quite mobile, and useful in some fire-related puzzles.)
Geyser - Uses a powerful geyser to blast the user upwards. Damages from all sides, but can only be used on the ground. (Useful for reaching higher ground or if you're surrounded by enemies.)
Forceful Wave - Surrounds the user in several powerful waves for a second. Deals little damage, but protects the user and has high knockback. (More of a protective spell. Perhaps it could reflect projectiles, and thus be used for certain puzzles?)
The Water Mage is a defensive class; the player starts as her so she shouldn't be super powerful, but have a nice balance of mobility, attack and defense so she's not just useful at the very beginning. Her standard attack is formidable but not strong, and can be used with accuracy. Her Geyser provides quick mobility and can be used to escape bad situations, while her Forceful Wave is just a straight-up shield that can not only provide the player with a break from combat, but can actually be used to fight back by reflecting projectiles.
Geyser - Uses a powerful geyser to blast the user upwards. Damages from all sides, but can only be used on the ground. (Useful for reaching higher ground or if you're surrounded by enemies.)
Forceful Wave - Surrounds the user in several powerful waves for a second. Deals little damage, but protects the user and has high knockback. (More of a protective spell. Perhaps it could reflect projectiles, and thus be used for certain puzzles?)
The Water Mage is a defensive class; the player starts as her so she shouldn't be super powerful, but have a nice balance of mobility, attack and defense so she's not just useful at the very beginning. Her standard attack is formidable but not strong, and can be used with accuracy. Her Geyser provides quick mobility and can be used to escape bad situations, while her Forceful Wave is just a straight-up shield that can not only provide the player with a break from combat, but can actually be used to fight back by reflecting projectiles.
Electric Mage: show
Thunderbolts - Fires three quick bolts of electricity in a straight line. Can be aimed to the sides or upwards. (Standard attack.)
Charge Dash - Dashes forwards quickly while being charged with electricity. Can be used in midair, and cuts through weaker enemies. (A mobility attack, which can be used for dashing past obstacles with strict timing.)
Arcblast - Charges up and fires a slower, but stronger bolt of electricity. If it hits an enemy or item, it will fire arcs of electricity to nearby objects. (Useful in puzzles where you need to activate objects in a short amount of time, as well as taking down groups of enemies.)
The Electric Mage is a little quicker than the Water Mage, and is a lot better at crowd control. His Thunderbolts cut through weaker enemies and deals a lot of chip damage, and his Arcblast reliably hits multiple targets at once. His Charge Dash also cuts through weaker enemies, and provides the Electric Mage with a bit of mobility as well as an emergency recovery. However he doesn't have a reliable way to get out of tough spots, since his Charge Dash doesn't get him airborne and his Arcblast requires charging.
Charge Dash - Dashes forwards quickly while being charged with electricity. Can be used in midair, and cuts through weaker enemies. (A mobility attack, which can be used for dashing past obstacles with strict timing.)
Arcblast - Charges up and fires a slower, but stronger bolt of electricity. If it hits an enemy or item, it will fire arcs of electricity to nearby objects. (Useful in puzzles where you need to activate objects in a short amount of time, as well as taking down groups of enemies.)
The Electric Mage is a little quicker than the Water Mage, and is a lot better at crowd control. His Thunderbolts cut through weaker enemies and deals a lot of chip damage, and his Arcblast reliably hits multiple targets at once. His Charge Dash also cuts through weaker enemies, and provides the Electric Mage with a bit of mobility as well as an emergency recovery. However he doesn't have a reliable way to get out of tough spots, since his Charge Dash doesn't get him airborne and his Arcblast requires charging.
Fire Mage: show
Flamethrower - While the button is held, the user continues to fire several small, but powerful fireballs with slightly random angles. (Standard attack.)
Meteor Impact - Charges up for a moment, then jumps straight up, leaving an explosion at the Fire Mage's feet. Alternatively, it can be used in midair to get to ground quickly, causing an explosion as the user does so. (A ground pound-like attack. Can be used for breaking through certain walls and tackling groups of enemies.
Fire Whip - Using a thin trail of heat energy, the Fire Mage can swing a whip around him, which has a wide range. Attacks differently depending on how the Fire Mage is moving:
The Fire Mage deals a lot of damage, regardless of the circumstances. His fireballs rack up a lot of damage quickly on single targets, but aren't great for precise aiming. His Meteor Impact only deals damage on ground level but can decimate crowds of enemies, although there's some risk in using it. His Fire Whip is weak, but has a lot of range and covers him well. None of his attacks have any mobility, meaning the Fire Mage struggles against difficult platforming, but enemy encounters are his strong suit.
Meteor Impact - Charges up for a moment, then jumps straight up, leaving an explosion at the Fire Mage's feet. Alternatively, it can be used in midair to get to ground quickly, causing an explosion as the user does so. (A ground pound-like attack. Can be used for breaking through certain walls and tackling groups of enemies.
Fire Whip - Using a thin trail of heat energy, the Fire Mage can swing a whip around him, which has a wide range. Attacks differently depending on how the Fire Mage is moving:
- No movement - Swings the whip upwards in front of him.
- Walking - Swings the whip straight outwards with huge range.
- Jumping - Swings the whip in a circle around him (think of LL's midair attack).
The Fire Mage deals a lot of damage, regardless of the circumstances. His fireballs rack up a lot of damage quickly on single targets, but aren't great for precise aiming. His Meteor Impact only deals damage on ground level but can decimate crowds of enemies, although there's some risk in using it. His Fire Whip is weak, but has a lot of range and covers him well. None of his attacks have any mobility, meaning the Fire Mage struggles against difficult platforming, but enemy encounters are his strong suit.
Nature Mage: show
Leaf Flurry - Fires a flurry of sharp leaves, dealing small amounts of damage rapidly and cutting through weak enemies. Continues as long as the button is held. Using in midair and holding down angles it downwards. (Standard attack.)
Hover Leaf - Deploys a leaf which greatly slows the Nature Mage's fall. On the ground, the user will quickly shoot upwards before deploying the leaf. (Useful for mobility, and for crossing large gaps.)
Energy Missile - Charges for a moment, then charges in one of eight directions. Cuts through weaker enemies and can be used in midair. (Can be used for a 'second jump', or against enemies. Also helps to reach higher ground.)
The Nature Mage excels in mobility. She has the ability to slow her fall, which can be useful for positioning and for crossing large gaps, and even for escaping sticky situations. However, it has no effect on enemies directly. Her Energy Missile attack is similar to the Electric Mage's Charge Dash, but she can choose the direction she travels in, despite travelling slower. Not only is it a solid attack, but it allows her to gain a lot of height. Her Leaf Flurry is relatively weak, but she can use it in midair against either air or ground foes, even while she's airborne.
Hover Leaf - Deploys a leaf which greatly slows the Nature Mage's fall. On the ground, the user will quickly shoot upwards before deploying the leaf. (Useful for mobility, and for crossing large gaps.)
Energy Missile - Charges for a moment, then charges in one of eight directions. Cuts through weaker enemies and can be used in midair. (Can be used for a 'second jump', or against enemies. Also helps to reach higher ground.)
The Nature Mage excels in mobility. She has the ability to slow her fall, which can be useful for positioning and for crossing large gaps, and even for escaping sticky situations. However, it has no effect on enemies directly. Her Energy Missile attack is similar to the Electric Mage's Charge Dash, but she can choose the direction she travels in, despite travelling slower. Not only is it a solid attack, but it allows her to gain a lot of height. Her Leaf Flurry is relatively weak, but she can use it in midair against either air or ground foes, even while she's airborne.
EDIT: Added some details on how each mage is played.
