Bismuth projects gameplay loop is ultimately intended to be quite simple, with the main variety coming from the Hypers, doodles you play as, and stop events.
In this post I’ll go over the planned stop events for launch!
This is what the majority of the game will look like, or at the very least the majorly of early stops will be. There’s not much to elaborate on as it’s just regular gameplay.
One of the two most common stop events, and resultantly a very simple one. A blackout is indicated by the stop being significantly darker, and generators gaining a glow to their interfaces. The major gameplay differences besides the low light are the hypers becoming far less aggressive, and generators taking longer to complete, as they are acting on low power mode. Generally blackouts are intended to be lower stake, slower stops.
the second of the most common stop events, this is essentially the opposite of a blackout. With the visual indication of this stop being a bright, glaring light from above and all lanterns being burnt out. In gameplay hypers become far more aggressive, but with a much lower attention span. Aswell, generators are much quicker to complete as they are overcharged. These stops are higher stakes but intended to be able to be completed in minimal time.
The first of the second rarity of stop events, these stop events are rarer and resultantly are more complex gameplay wise, often requiring you to rethink how you will go about competing stops. Shard rain is indicated by clusters of crystal shards scattered around the map, and a timer on the top of the screen. Gameplay wise, this is very similar to regular gameplay, but with you will need to complete the stop within a spank of tjme or the entire team will be wiped. These stops will generally have less generators lower concentration hypers as to not overwhelm the team.
This is similar to shard rain. Being indicated visually by harsh, red lighting, and a lack of generators. Gameplay wise this is an also a timed stop, but rather than having to beat within the floor before the timer ends, you simply need to survive the floor for the timer. But this stop will feature a higher amount of, and concentration level of hypers. This is also the stop event that has the highest base odds to combo with other events, something I’ll elaborate on later in this post.
(Fun fact! I hate drawing this one)
This stop event is characterized by the floor of maps being completely crystallized over. And gameplay wise, this acts much like an ice level. But will also increase your general sound level when walking and running.
The last of the floor events of this rarity. This floor event is characterized by a fog forming on the stop, and the lanterns on the stop glowing brighter. This is generally a more tame stop event, and will cause hypers to have much lower line of sight and attention span.
And I think that’s it! I think I’m not forgetting anything-
The rarest stop event. Only capable of happening in extremely rare conditions, or if you are on or past stop 20. Originally presenting as a darker fog event , all doodles will get the ‘Fear’ status for the entire stop, completely disabling Weapon, Active, and item usage. But that’s far from it. As this stop event is home to The Root.
The root presents as highly advanced hyper, though their status as one is questionable due to their ability to speak and their general awareness. Root stands out further as they can kill any doodle in a singular hit, and for that reason, it’s generally advised that if you are to get on a stop with them, you are to prioritize completing the stop with minimal to no encounters with the root.
Stop events are capable to combo with one another, with generally the odds of combos increasing as you go further in your runs, to not make this post.. more ridiculously long here’s a simple image showing the events capable of comboing and those that cannot.