full rename
rename of folder, subfolders and main.py
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New skills
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Tether
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- hit an enemy, inflict a visual bind for a few seconds, end effect depends on which form the player is in when it ends
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- light form: blind enemy (make them walk the other direction)
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- shade form: instakill after a certain enemy HP threshold, slow otherwise
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Reality Break
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- light form: make all enemies double their drop rates
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- shade form: instantly kill all enemies, halves drop rates
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Shatterstep
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- light form: for X seconds, create a platform below your feet when jumping, allowing for multiple jumps in the air
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- shade form: when jumping, create aoe below you upon landing
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Skill upgrades
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Dash
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- Refund cost upon successful stun/kill
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- lower cooldown
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- more range
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- build up movement speed stacks with every dash, lose stacks upon getting hit
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- more damage against targets that are stunned (inflict mark?)
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- leave behind afterimage (enemy taunt)
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Ranged Attack
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- hold to charge, release for stronger attack (more damage and stun)
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- faster speed, higher charge cost
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- slower speed but more damage
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- upgrade light form: pierce and slow
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- upgrade shade form: aoe
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- for every enemy kill collect stacks that increase damage, lose stacks upon not finishing enemies
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Tether
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- light form: higher hp threshold for kill; if used against boss: slower attacks
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- shade form: longer fear; if used against boss: slower movement speed
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How to obtain skill upgrades
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- vendor (smith? trainer?) that can upgrade one spell (selection can be changed but requires paying for it every time)
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- item (gem?) that can be slotted into armor to unlock a skill upgrade
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- ring to go with necklaces (no synergy to not force those even more like armor already does)
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Ascended armor
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- select one awakened armor piece as the main piece and one as the sacrifice
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- select X number of traits from the sacrifice to merge onto the main piece
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- sacrifice gets destroyed in the process, creating an Ascended armor piece
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- cost: many coins/rare resource?
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Further ideas
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Quests:
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Repeatable
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- usually has a loot pool of items but the player also gains resources to buy stuff from this loot pool (as some sort of pity system)
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One-time
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- fixed reward
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- essential or useful for progression
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Boss Tokens
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- bosses drop an item (unique per boss) that can be "collected" (diary) to fight them again
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- token can be brought to a specific NPC to upgrade it to fight harder bosses
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Rework for Charge -> Flow, butterflies (for lore) instead of Lanterns
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Regions
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1st region: Shade mode is a thing, but not widely used. Player gets used to FLOW. First easy quest.
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2nd region: Shade mode is needed for a handful of interactions, but not really for combat. First boss fight. First ability. Town 1.
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3rd region: Shade mode is required to access areas or NPCs. New boss which unlocks region 4, but is optional for now.
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4th region: Access through third area boss. Shade mode is required to traverse (unique environmental effects). Boss fight that has special targeting projectiles
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if the player isn't in shade mode. New ability. Fast travel to 5th region/Town 2?
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5th region: Alternate to 4th region in terms of progress. Light area. Town 2. Quest board/NPCs/player housing (for accessing the diary)
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Ability changes (ideas)
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Ranged:
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- pierce
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- less dmg for less flow cost
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- faster/ramp up traveling speed/scale damage with speed
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- more damage to specific enemies
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- bigger but slower
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- other directions (up/diagonal?)
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- hold button to charge/release, first enemy hit will be marked for ? seconds, further shots will home in on marked enemy
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Ground slam shade:
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- knockback
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- dmg immunity when hitting 1+ enemies
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Light step:
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- dmg up for ? seconds after/when touching platform
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- speed increase after/when touching platform
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Companion (fairy)
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- interaction/guide
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- ability: fairy bond teleport?
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Fairy bond
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- reinforce bond with fairy companion: allow fairy scout mode (fly and look but no interactions) and later on teleport to companion if it flies
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ahead in this mode
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- access to this bond mode takes a few seconds (channel) to not make the light step ability unneccessary
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- fairy can make light at the expense of the player's flow
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- fairy holes (environmental features/shortcuts) where player can teleport through with bond teleport
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Fast travel
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- items found all over the map (rune stones) which can be slotted into special devices to link those together as fast travel points
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Enemies
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design/behavior?
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- slow patrol, move/jump in player direction
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- slow patrol, doge backwards and leap at player
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- stationary, shoot at player, burrow to somewhere else nearby
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Quick recharge
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- player can collect something in advance to refill charge mid-battle with a quick press of a button
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Death
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- what does the player lose?
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- upgrades to lose less?
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Lore
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- player character is a being of light and dark, created by a forbidden love between a light and dark being
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- gods? -> forbidden child <- banished and sleeping -> woken up long later by fairy companion (this is where the game starts)?
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- parents of player character sent companion to support and guide the player back to their parents
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- flow/charge is not inheritently dark or light, it is simply a resource that exists in the player character and a few other things in the world
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World change
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- mid game progress: unique weapon that the player can choose to take
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- world changes if weapon is taken
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- if weapon is not taken, player can still explore and return later to take the weapon unless they trigger a different event which would also change the world
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(but differently compared to when they'd take the weapon) -> do they still get that weapon but in a different variant?
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