It's time for another late night game design brainstorm blather! This idea concerns splitting health into two types, which I call red hearts and blue hearts [thread]
Red hearts are real health; if a character runs out, they die, and without magical aid they heal slowly.
Blue hearts are scratches, dents, flesh wounds in the like. They go away after a rest.
A character's health stat gives them an equal number of both. The character's fatigue limit is equal to their sum. Lose any of either, and the character's maximum fatigue goes down until they are restored.
Nearly all sources of damage come off of blue hearts before red ones. So long as you can get away before your blue hearts are depleted, you can get back up to tip-top just by resting somewhere. (This also gets all opponents back _their_ blue hearts, though.)
Red hearts represent serious wounds, and without rare magical means, you have to actually leave the scenario to get them back. Still though, if you're at the end of the map, they can provide that extra push to defeat a boss.
Taking red heart damage gives a character scars and minor permanent consequences. As a concession to playability none of these have game effects, but they serve as a reminder of that time a character nearly perished.
Importantly: a character that takes a hit on armor never takes red heart damage from it, and takes less blue heart damage. It also damages the armor on that spot though.
I say "on that spot," but I'm unsure I want to track armor in such detail. Probably the armor should have an overall strength that goes down, and is destroyed when depleted.
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This is Slither Loop. The presentation is bare bones, but a lot of graphical flash would just get in the way. #NintendoSwitch
The idea is to connect the dots in such a way so that you have only one loop, with no stray line segments. The numbers tell you how many line segments are adjacent to that space.
A bit of thought reveals some universal tricks you can apply, but figuring those out is part of the fun. If you want to try this style of puzzle out without paying even the paltry sum asked for, Simon Tatham's Puzzle Collection will randomly generate an endless array to solve.
So, more thinking about my Zelda II-ish combat idea
- You create a character to play with. In the roguelike mode, if they die, they're dead (in career mode at least).
- You decide Strength, Endurance, Agility and Intelligence. Each affects multiple aspects of the character.
Particularly, endurance increases mass, which slows you down, but is the only stat that increases health. Strength is the most generally useful, increasing mass, speed and stamina. Agility improves speed and control responsiveness. Intelligence improves responsiveness and luck.
As a character gains experience, it improves in these stats generally. This is a "slow character growth" game though, where survival over time is the best improving factor, but characters don't change a great deal.
So, I have yet to talk much about the book I have in the current Storybundle (storybundle.com/games), 8-Bit Obituaries. Here is a few words about it.
In the early days of the internet, a popular source of comedy was the Bad Nintendo Game.
From seanbaby to Something Awful to the AVGN, many people could find common comedic ground on the awfulness of certain games. Now, I am not here to challenge their assessment so much, as to suggest that, SOME of these games DO contain a kernel of fun within them. Er, bad analogy.
There are different levels of badness. There are deeply unplayable games, and there those that throw up pointless barriers to enjoying them, and there are those that are actually good, but need some investment to enjoy them.