Bumping this because I had ideas guise.
They are equippable. And they have various beneficial effects. They can be unlocked (available from the start would be a bit broken, ne?) and then levelled up to make their effects more potent.
Time: Makes the timing on triggers more lenient. Not by a lot, but a few milliseconds can make all the difference.
Light: Multiplies the Grist earned after finishing a score.
Life: Health regeneration effect.
Blood: Damage resistance.
Rage: Deal more damage to opponents in Strife tracks.
Hope: Points earned for mistimed triggers increase (e.g. something like “Good” might earn only 10% of “Perfect”, but it increases to 12.5% with Hope Lv1)
Heart: Score multiplier. Loosely based on the splitting of the self nature of the aspect. Multiplied self, multiplied points :P
Mind: A “Scan” (or, aptly, “Libra”) effect, giving info on opponents in Strife.
Space: Ok, so I thought maybe the number and level of aspects equippable at once would be restricted by a certain number of slots available. Actually, the precise idea I had is that different aspects are different shapes and they fit into a grid, so tesselation efficiency determines capacity. Some apects just don’t fit together easily, and higher level means bigger tile coverage. Space would increase the number of slots, or rather, the number of tiles in the grid.
My girlfriend suggested these:
Breath: Faster running speed in Refrain tracks. This one is really really heavily reliant on how similar Song[S]tuck is to Theatrhythm.
Void: “Miss”es and “Bad”s don’t break the chain. They still don’t give points or increase the chain, but they don’t reset it to zero. Void would probably be a pretty big complicated tileshape. And it only spares you from a few chain-breaks; higher level increases the number of times it saves you.
Doom: Instant game over. No, I lie. That was my joking original idea; it would be amusing. Make Doom the hardest aspect to unlock, make players think it’s awesome, then trololol u die. But no, my girlfriend suggested either it prevents game over when a bad or miss would finish you off, or it could kill an enemy instantly at lower health.
Input is welcome.
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