Louis Vogel

Game Pillars

🍷 Emergent Solutions through potions

Potion crafting should be something that can get you out of any kind of situation, with the right combination.

⚔ Juicy and fast-paced combat

The combat should be fast paced, with juicy dodge rolls and melee attacks to keep you on your toes.

🗺 Exploration exponentially increases player options

Unlocking a new ingredient will exponentially increase the amount of option the player has.

Core Gameplay

Inspirations

Wizards of Legend, Magicka 2, Genshin Impact, Binding of Isaac

TL;DR

Genre: Hack'n'Slash Roguelike
Camera: Top Down
Character Controller: Fast Paced
USP: Emergent potion brewing mechanic

Description

The player plays as an apothecary going through a procedurally generated dungeon, fighting enemies. They can move around, do a melee attack, and dodge roll. They have access to healing potions and action potions brewed themselves. Once brewed, these potions are unlimited use but have a cooldown.

Game Controls

Potions

Healing potions

Healing potions can only be replenished by collecting drops from enemies.

Brewing action potions

Action potions can be brewed in "Potion Brewing Mode". Each potion is made of two ingredients and a vial. Ingredients can be duplicated to increase potency and effect duration.

Vials
  • Small bomb vial: Thrown in a direction, explodes on impact or long distance. Small area of effect.
  • Big bomb vial: Thrown in a direction, explodes on impact or short distance. Bigger area of effect.
  • Room-wide vials: Affects the whole room. Short effect & low damage.
  • Self: Cast on player. Can add/remove statuses. Can hurt player.
  • Weapon coating: Status applied by melee attack for short duration.
Ingredients
  • 🔥 Fiery Cherry: Applies burning
  • 💧 Dewy Ivy: Applies wet
  • ⛰ Earthy Pear: Applies grounded
  • ⚡ Crackling Ginger: Applies shocked. Chains to nearby wet enemies
  • 💨 Flowing Crowfoot: Applies hovering, knockback
  • ❄ Chilly Lilly: Applies chilled

Ingredients add both statuses and damage types.

Ingredients Synergy & Dissonance
  • 🔥 + 💧 = 🌫 Fog: Enemies cannot see the player
  • ❄ + 💧 = 🧊 Ice: Applies frozen
  • ⛰ + ❄ = 🗻 Permafrost: Chilled ground zone
  • ⚡ + 💨 = 🌩 Thunderstorm: Random area lightning
  • 🔥 + ⚡ = 💥 Explosion: Damage + knockback + burning
  • 🔥 + ⛰ = 🌋 Lava: Lava blob applying burning
  • Dissonance cancels effects

Statuses

Statuses applied to player or enemies. Auto-remove after duration.

  • Burning: Damage over time. Cancels wet if applied.
  • Wet: Takes more damage from electricity. Cancels burning if applied.
  • Shocked: Cannot attack, can move. Cancelled by grounded.
  • Chilled: Slows movement/attacks. Cancels wet + chilled, applies frozen.
  • Frozen: Cannot move or attack. Burns remove frozen and deal extra damage.
  • Grounded: Cannot move, can attack. Slams flying targets.
  • Hovering: Faster movement. Removes grounded if applied.

Level Design

Terminology: Room = smallest unit, Level = collection of rooms, Run = one attempt.

Level design inspired by Binding of Isaac. Exit blocked by boss or enemy wave. 4 levels, 5th for final boss optional.

Room Types

  • Spawn Room: 1x1, nothing happens
  • Combat Room: 1x1–2x2, waves of enemies, doors unlock after defeating all
  • Trap Room: 1x1–2x1, navigate traps. Potions helpful
  • Boss Room: 2x2, exit locked, defeat boss to unlock

Enemies

Regular Enemies

  • Dummy: Respawns infinitely
  • Slimes: Move toward player, charge if close, feint attack
  • Shooting Eye: Move toward player, circle, shoot projectiles
  • Shockwave Golem: Random jump, shockwave, wait
  • Trap Specter: Move away, lay trap

Bosses

Reworked basic enemies with advanced movesets. Designed later.

Progression

Player starts with Flowing Crowfoot and Fiery Cherry. Hub area available for NPCs, tutorials, and starting ingredient selection. Random ingredient gained at end of each level. Challenges unlock cape colors.

Balancing

Entity Stats

Entity Max HP Default Attack Damage
Player 100 5
Dummy 999999 /
Slime 20 5
Eye 15 5
Golem 35 20
Specter 25 10

Potion Damage Values

Potion Type\Ingredient Fire Water Electricity Earth Air Cold
Small Bomb 15 15 15 15 15 15
Big Bomb 10 10 10 10 10 10
Room-Wide 5 5 5 5 5 5
Weapon Coating 3 3 3 3 3 3
Self 0 0 0 0 0 0

Potion Synergy/Dissonance

Synergy/Dissonance Small Bomb Big Bomb Room-Wide Weapon Coating Self
Dissonance 1 neutral 1 neutral 0 0 0
Fog 7 fire,7 water 4 fire,4 water 2 fire,2 water 1 fire,1 water 0
Thunderstorm 7 air,7 electricity 4 air,4 electricity 2 air,2 electricity 1 air,1 electricity 0
Lava 15 fire,5 earth 10 fire,3 earth 5 fire,2 earth 3 fire,1 earth 0
Explosion 10 fire,10 electricity 7 fire,7 electricity 4 fire,4 electricity 2 fire,2 electricity 0
Ice 17 cold 12 cold 7 cold 2 cold 0
Permafrost 8 cold,8 earth 5 cold,5 earth 2 cold,2 earth 1 cold,1 earth 0

Potion Timings

Potion Type Cooldown (s) Effect Duration
Small Bomb 10 1 frame
Big Bomb 10 1 frame
Room-Wide 20 1 frame
Weapon Coating 15 5 s
Self 5 1 frame

Damage Modifiers vs Status Effects

Damage Type\Status Effect Burning Wet Grounded Shocked Hovering Chilled Frozen
Fire 0 1.2 2
Water 0 1.2
Electric 2 0 1.2
Earth 1.5 0.8
Air 1.2
Cold 0.8 1.2 1.1

Status Effect Balancing

Status Effect Effect Duration (s) Tick Duration (s) Damage per tick Total Damage Other Effects Speed Modifier Prevents Attacking
Burning 5 0.5 1 fire 10 fire If frozen: 10 cold; If chilled: 5 cold 1 No
Chilled 5 0 0 0 If burning: 5 fire 0.5 No
Frozen 5 1 1 cold 5 cold If burning: 20 fire 0 Yes
Grounded 5 0 0 0 0 0 No
Hovering 5 0 0 0 If grounded: 15 earth 1.3 No
Shocked 5 1 1 electric 5 electric 0 1 Yes
Wet 5 0 0 0 If chilled: 5 cold 1 No