Definition of the systems that define how the player and game interact. Include player interaction patterns, objectives, rules, resources, and boundaries. Support this with graphics.
In-class development materials: Challenge/Action diagram
Landing a perfect Block Allows the player to fully counter an attack stopping all damage and engaging the player into a counterattack engaging them in the Retaliate system.
The player can hold down the parry button reducing damage taken from the front by an amount to allow the player to stall. Enemies behind still do full damage.
Players can move quickly to avoid attacks however they do not gain I frames so the dash must be timed right.
When engaged the player will have a small window where time is slowed to select a part of the enemy dealing damage to the enemy and the chosen body part. This staggers the enemy and gives a small reprieve to plan the next moves, this has a short duration if left the player will do no damage and resume as normal.
When a part becomes too damaged repeated attacks on this body part result in extra damage dealing critical hits the is in the hopes of adding challenge tracking what enemies' body parts are weakest
The player can only focus on one enemy at a time forcing them to divide their focus to keep all the enemies accounted for. However, the player's attacks will be focused and pulled towards the target enemy making them easier to hit.
The player has access to a spread of attacks these are light, heavy, and approaching attacks however repeatedly pressing light or heavy accesses different collections of attacks of the same type these have different hitboxes target distances and recovery times. Approaching attacks bring the player towards the enemy when they are further away but these attacks do low damage at a high stamina cost.
All attacks, dashing and blocking use up stamina and the player must balance all of these.
Health is a limited resource that once depleted cannot be healed directly, instead if the player lands multiple attacks in a row they build up a barrier that when attacks are not landed in a row will begin to reduce back to zero, forcing the player to keep attacking. This is a parody of combo systems in other combat games.