I've had this idea for an action-platformer game for quite some time.
I've been calling it LiGHT, it's a game about traversing the underworld.
The player is tasked with banishing a demon bound within a magic sword.
Think Castlevania mixed with Dark Souls. 2D game.
the players wields a cursed sword. his moveset is fairly simple:
-walk/run/crouch/jump
-slash
-stab
-throw weapon (slash+stab)
i tested it out on paper and it seemed pretty solid.
but I later found that in practice, the combat felt too similar to the game Nidhogg.
Which wasn't a problem, but I felt that it didn't have as much depth as i wanted it to have.
So I came up with the idea of having various playerstates give you access to other moves.
think of it similar to a stance system, based on the players current state.
Tell me what you think of these mechanics:
(While Crouching Playerstate)
Condition: player must be in crouching position
-allows a sort of quick sidestep by simultaneously pressing left or right and jump
(a la wavedashing)
-auto-block towards basic frontal attacks
-unable to attack
(On Landing Playerstate)
Condition: player must be moments from landing
-allows an aerial recovery on landing by pressing jump, which can be followed up immediately by any input,
(Weaponless Playerstate)
Condition: the moments after the sword is thrown, and before it has returned to the player
-allows for weak punches and kicks using slash/stab inputs
-can move slightly faster
-takes more damage
-unable to block
(While Running Playerstate)
Condition: must be in running animation
-can initiate a slide bypressing crouch
(Dire Playerstate)
Condition: player must be under 20% health
-slow health regen up to 20%
-Throw replaced by ranged blade attack
-unable to walk, can only run
-run speed increased
These are only the ones i could think of. much more could be added as deemed necessary.
What do you think? would the implementation of these player-states benefit the game, or would it just weigh down the gameplay?