Undertale asym concept I made up
(also guys pls reblog I wanna show this off)
the main idea this asym is about is a love letter to all those amazing human soul oc, a fun game, and a interesting roster played well, it probably won't ever become a thing, but still
so uhh, I'm bored and wanna yap about my asym concept so yeah here's info dump:
The main point is that all survivors are different humans, specifically different human soul oc and characters picked from across the fandom
The killer is trying to reduce all survivors hp to 0, the survivors are trying to reduce killer hp to 0 or escape after a timer ends. And the survivors all have abilities (standard asym stuff)
Killers would be like... killer sans, or something, ya know threating undertale au characters and specifically not humans
the souls won't determine the abilities, but the survivors will, but each survivor will have abilities based on their character and souls kinda categories archetypes.
Also each soul has it's own passive
General archetypes: (all survivors have basic M1s)
Justice: executioners, snipers, and speed fighters, generally have at least 1 ranged option and a defensive one
Bravery; a kit made mostly of stuns and damage dealing moves, often has at least 1 counter
Determination: all rounders, generally their kit is balanced
Kindness: generally have barriers and healing skills, but some have attacks
Patience: stealth and trapper characters, also tends to have draggers (people who drag the killer towards them)
Perseverance: here we have our survivalists, will have most abilities to evade killers, learn locations of other players, killers and hazards, and likely can buff themselves or others from a distance
Integrity: mobility demons, generally offensive variants who can run loops around killers, but don't have defensive or healing abilities, can't deal with being corned well
Patience: patience users have a passive where their abilities have very low cooldowns, but are generally weak, however, a meter beneath each ability shows how long it has gone without use, and abilities scale in power based on that
Integrity: integrity users have less defense and less attack, however as they run they accelerate, lowering their defense further but boosting their attack to eventually above average, and giving them a chance to dodge attacks that increases with how much speed they pick up, noteably the speed never becomes too much to control, capping at about a -60% defense nerf, but with +20% attack and a 50% dodge chance and +30% speed
Perseverance: perseverance users have a ability where every time they get hit, they gain 0.75x as many points as damage they take, points then get turned into seconds, which are taken off ability cooldowns, any points not spent on abilities are returned as hpKindness: the user of this soul heals more from food items, healing magic and also heals survivors near them 1 hp every 5 seconds
Justice: survivors with the justice soul start with +20% speed, but every time another survivor dies they lose a fraction of their speed (based on how many survivors are in game, so if there are 4 other survivors one dying would lower speed by 5%) and gain that percent X2 as a damage and stun time buff
Bravery: bravery souls have a passive where their cooldowns go quicker the closer they are to the killer, they also take 10% extra damage
Determination: determination users have a passive where certain actions (killer Proximity, landing abilities, ect) boost a determination meter, when it is full, reaching 0 HP will send the survivor back to their save star (there are many on the map they can interact with, and interacting with one for the first time gives some DT) with full HP! The bar becomes 1.5X as hard to fill every time you revive
All survivors have at least 100 HP even if lore-wise they have 20 or something, and levels are ignored, so a high LV character gains nothing other than the aggressive nature likely being reflected in their movesets
survivors can also have passives on top of their souls passive
Survivors with hybrid souls get halved versions of both passives
Reference (credit to @yourinaudiblename):
Soul: fairness (justice + kindness)
Barrier creation: basil can create a barrier, this ability has 2 modes, one where the barrier Is made as a wall which can block killers and projectiles and has a hp bar (basil is locked in place while this is present) or it can go around a individual giving them +30 shield, if this is place around a killer it closes in, damaging and stunning them after a animation plays, works better on not large killers
Healing touch (passive): basils passive healing heals 2 hp per second instead of 1 hp, and it can heal her as well, however this only happens when her energy is above half, and heals herself only 1hp per second Healing others drains slows her energy gain
Archery: basil swaps her pan out for a bow, and can shoot it as a projectile weapon, this lasts as long as she wants, but she can't use other abilities when it's out, when put away it goes on cooldown
Barrier float: basil makes a barrier under her feet, by holding the jump button she can rise, and by holding another button (like the B button) she can lower herself it breaks if she takes 20+ damage
Energy (passive) every time she uses a ability, it drains part of a bar, the lower the bar is, the more visibly tired she gets and the longer cooldowns take
Pan parry (passive): this passive is shared by may frying pan users, by using her M1 at the same time a killer is swinging at her, she can cancel the M1 and knock both attackers back a small bit, this doesn't work on some killers but instead gives damage resistance instead of cancel
Origin: ask fallen 8 ( @askfallen8 )
Reference (art by the above author):
Abilities (outside m1 kick):
When used, harmony jumps in the direction he is facing, and on contact with a surface creates a explosion on its location, dealing damage and very briefly stunning killers in the radius. When harmony jumps they are propelled at high speeds, but if they go a certain time without hitting s surface or killer the ability cancels The ability has 3 charges and when at least 1 charge is missing it begins to recharge the lost charge
Ability 2: reflexes (passive)
Harmony will automatically dodge projectiles with a meter, that slowly refills over time and drains as harmony dodges
Harmony lunges forward and kicks in a clean slicing motion, dealing high damage on contact and making the killer unable to attack for a couple seconds
Ability 4: cling (passive)
Harmony can cling to walls he contacts, but will slowly slide down before falling after about 5 seconds, they can use their launch jump while on a wall
Harmony pulls out his engraved knife and, if attacked while holding it, dodges, before getting behind the killer and stabbing it into them, it stays there, making them bleed or leak magic and take damage over time, harmony takes it back when he next deals damage to the killer
Skins would exist! But only designs that the characters have either had, or been made by the og creator unless we were given other permissions
It would be 3D and have platforming element, hazards will exist but they will only slow people or other effects, as I think the concept of taking damage from hitting hazards when away from the killer sucks
Controversial creators would be avoided, so no glitchtale, but only if there is a REAL drama