Game
Kamera
4 years ago

Kamera Plans: Gameplay

This is a large article containing my plans for the gameplay of Kamera, and how it will be unique to other games of the genre.


Moveset: Kamera can move in 8 directions, and as the game progresses, various weapons will be available. I don't have plans for a gun, other ranged attacks will take that slot up. You'll have to be creative with the tools you've got. Weapons won't have many direct upgrades, but a wide variety will be available. The lack of a gun may seem like a disadvantage, but there's a crucial part of the moveset that will give you the upper hand if you can use it sensibly, the time freeze. Activating time freeze will stop all movements except Kamera's, but as mentioned before, you can't breathe while time is frozen, so there is limited time to use this. The idea is to have good and bad times to freeze time, and the player should be able to figure out when those times are. For example, being short on breath before freezing time through running or the sorts will give you less time before death. The HUD will have a way to monitor heart rate and time left until death, likely next to the HP bar or something, and my current idea is to have it pulsate depending on heart rate, and it will turn dark from top to bottom as time goes down until death while time is frozen. The icon won't fill back up until your heart rate is calm enough, so freezing and unfreezing over and over will just kill you. While time is frozen, some projectiles can be touched and used against the enemies, dealing no damage to the player, others can't be used. Of course there will be a way to differentiate the two types, but some might be able to be figured out through logical thinking.

Areas: The first area will act as an intro to get you used to the mechanics, only 5 demons will be present and they won't be too powerful. After that, there will be 3 main areas, with areas in between them. The game won't be too long, I imagine maybe something like Cave Story, but that depends on what you do in your run of Cave Story.

Demons: Every demon in an area must be defeated before moving on to the next area, and some will be boss demons, one for each area generally. If you've played the genocide ending of Undertale this might sound familiar but don't panic, I have no intentions of making it as much of a slog as that ending is. Encountering a demon won't be random chance, and they won't be few and far between or too many to manage either, an average of 15 demons per area. Demons will have different elemental attributes and different attacks, so each demon should be approached strategically because you never know if it'll fly up and zap you from above.

This is pretty much all of the ideas I wanted to note down here, remember, this is open-dev, so any feedback or ideas of your own are welcome!



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