05-25-2024, 12:21 AM
Okay, though I forgot to say that for the enemies (at least the ones after the prologue), they will use one of two patterns so that playthroughs through each stage isn't so static.
Anyway, let's start with replayability: why would you run this game over and over again? Well, there are things you can unlock in the game like any other roguelike, so here are the things:
Difficulty: In the beginning, Hard mode is locked and you can unlock it by defeating a Boss on Normal mode (this means getting past the Prologue stage and defeating the last girl in the following stage). Then there is the Lunar mode which is unlocked by defeated a Boss on Hard mode.
Classes: There are two methods to unlock the later five classes. The first method is by defeated up to 50 bosses to unlock all of them. The quicker way is to defeat certain Bosses on Hard mode.
Treasures: Again, you could kill a lot of bosses, though the quicker way to unlock them is to perform various tasks like defeating an enemy very fast or holding a lot of buffs at once. These tasks don't really need a difficulty though some are easier to achieve on Easy or Normal difficulty.
Music: Music is probably the last things you will unlock by defeating 3 digits of bosses. They also possess the harder challenges ranging from Normal and higher difficulty runs with conditions to no-damage Lunar playthroughs.
Colors: The rabbits have an array of colors, but two more colors can be unlocked by completing Hard and Lunar mode with the associated rabbit.
Trinkets: Further customization for the rabbits. While some of them can be unlocked with certain conditions, a number of then can drop randomly; some that are definitely acquired in Lunar can randomly drop in Hard. Also, one set of trinkets is unlocked by wearing a certain trinket and not getting hit for the whole run on increasing difficulties.
Story: There is a sort of story in this game if you're playing offline. This is done by talking to the girls and shop during the shop phases. Looking at the map can tell you which stages have these story bits and it can be done on any difficulty.
---
Next, let's cover the Treasures. When you find a Treasure Box, its color determines what Treasures will be presented. Each Treasure has 8 kinds of Loot which share a theme and does one of two things. Generally, you can expect at least half of the Loot to affect one of the skills. So here are the Treasures you'll be working with:
Arcane- Loot applies Curse (enemies receive more damage) and gains bonuses from placing debuffs.
Night- Every few seconds, something will happen.
Timespace- You gain Haste (global cooldown is quicker) or your Cooldowns become shorter.
Wind- These focus on making the Primary and Secondary abilities, mainly making them faster.
Bloodwolf- Inflicts Bleed (extra damage from you) and likes to attack from behind.
Assassin- Prefers adding or boosting extra hits.
Rockdragon- Either boosts power at the cost of extra cooldown or adds on invulnerability.
Flame- Adds Burn (deals delayed damage equal to amount dealt) or provides big boosts as long as you don't use yor Defensive.
Gem- If they're not granting invulnerability, these Loot will provide big buffs but breaks permanently after getting hit a number of times.
Ligntning- Has a chance to deal damage to all enemies.
Shrine- Buffs with Smite (deal more damage) and gain benefits with buffs.
Lucky- Improves Luck (increases skill/loot activation change) and other things based on random chance.
Life- Gains and regains HP, and may have you standing still.
Poison - Poison deals damage over time.
Depth- Enjoys helping cooldowns or long battles.
Darkbite- Skills are stronger but smaller.
Timegem-Longer cooldowns means more power.
Youkai - You gain more power, either sacrificing or enabling randomness.
Haunted - Provides Ghostflame (deals big damage when applies and expired) at the cost of skill power, and can set damage to fixed amounts.
Gladiator- A skill gains cooldown so that another skill becomes more powerful, though cooldowns can empower skills too.
Sparkblade- Applies Spark (damage over time to all enemies) and does something after dealing damage with skills and debuffs a number of times.
Swiftflight- gain benefits after moving a certain distance.
Sacredflame- Attacking will buff a certain skill.
Ruins- Can negate damage or boost skills a lot, but will also make the player slower.
Lakeshrine- Can enhance certain skill or gain benefits from standing still.
---
Status Effects are separate for players and enemies. On the Player side, some of these status effects are acquired from the loot, though some of the effects can be replaced when upgrading the skill. In fact, some status effects are unique to their classes. It should be noted that same status effects don't stack so try to pick loot with different status effects if possible.
On the Enemy side, it depends on which mechanics they are using. Most of the time, the mechanic is applied to the player such as chaining them to another player or restricting their movement to a lane. There is no need to worry about damage over time or increased damage from enemies, and they only apply such states as a mechanic, not from damage.
---
Speaking of mechanics, here are some of the things you'll have to worry about:
Small bullets: They can be erased and take multiple shapes. However, some enemies can through a lot of them.
Puddles and Exaflares: Giant bullets that can't be erased, only go around.
Line/Circle Donuts: You have to stand inside the safe zone because it'll explode outward for damage.
Beam: A stretch of area will be filled with damage.
Knockback: It does no damage but moves you away instead, though you still have to be careful about flying into other attacks.
Chains: You are limited to moving in two directions.
Linked: You will be limited by the position of the enemy or another player.
Rotating Beams: Arrow will show which way they will spin.
Boxes: Only the box is visible before it shoots four beams.
Colors: A donut mechanic where you have to be in a matching color. May also occur in sequential order.
Multi Explosions: The initial explosion is numbered and will increase in size based on the number.
Fields: Usually with dual enemies, players will be restrict to one of two halves of the field.
Turbulent Wind: Players will move in huge leaps
Slices: A huge section of the field will be attacked.
Teleport: A numbered line will count down, and the player will be teleported to the other point.
Tethers: Players need to move away from a point.
Multiplayer Spread: The player won't be affected by their own explosion but can be hurt by other people if they overlap.
===
I will convert this data into RP terms later.
Anyway, let's start with replayability: why would you run this game over and over again? Well, there are things you can unlock in the game like any other roguelike, so here are the things:
Difficulty: In the beginning, Hard mode is locked and you can unlock it by defeating a Boss on Normal mode (this means getting past the Prologue stage and defeating the last girl in the following stage). Then there is the Lunar mode which is unlocked by defeated a Boss on Hard mode.
Classes: There are two methods to unlock the later five classes. The first method is by defeated up to 50 bosses to unlock all of them. The quicker way is to defeat certain Bosses on Hard mode.
Treasures: Again, you could kill a lot of bosses, though the quicker way to unlock them is to perform various tasks like defeating an enemy very fast or holding a lot of buffs at once. These tasks don't really need a difficulty though some are easier to achieve on Easy or Normal difficulty.
Music: Music is probably the last things you will unlock by defeating 3 digits of bosses. They also possess the harder challenges ranging from Normal and higher difficulty runs with conditions to no-damage Lunar playthroughs.
Colors: The rabbits have an array of colors, but two more colors can be unlocked by completing Hard and Lunar mode with the associated rabbit.
Trinkets: Further customization for the rabbits. While some of them can be unlocked with certain conditions, a number of then can drop randomly; some that are definitely acquired in Lunar can randomly drop in Hard. Also, one set of trinkets is unlocked by wearing a certain trinket and not getting hit for the whole run on increasing difficulties.
Story: There is a sort of story in this game if you're playing offline. This is done by talking to the girls and shop during the shop phases. Looking at the map can tell you which stages have these story bits and it can be done on any difficulty.
---
Next, let's cover the Treasures. When you find a Treasure Box, its color determines what Treasures will be presented. Each Treasure has 8 kinds of Loot which share a theme and does one of two things. Generally, you can expect at least half of the Loot to affect one of the skills. So here are the Treasures you'll be working with:
Arcane- Loot applies Curse (enemies receive more damage) and gains bonuses from placing debuffs.
Night- Every few seconds, something will happen.
Timespace- You gain Haste (global cooldown is quicker) or your Cooldowns become shorter.
Wind- These focus on making the Primary and Secondary abilities, mainly making them faster.
Bloodwolf- Inflicts Bleed (extra damage from you) and likes to attack from behind.
Assassin- Prefers adding or boosting extra hits.
Rockdragon- Either boosts power at the cost of extra cooldown or adds on invulnerability.
Flame- Adds Burn (deals delayed damage equal to amount dealt) or provides big boosts as long as you don't use yor Defensive.
Gem- If they're not granting invulnerability, these Loot will provide big buffs but breaks permanently after getting hit a number of times.
Ligntning- Has a chance to deal damage to all enemies.
Shrine- Buffs with Smite (deal more damage) and gain benefits with buffs.
Lucky- Improves Luck (increases skill/loot activation change) and other things based on random chance.
Life- Gains and regains HP, and may have you standing still.
Poison - Poison deals damage over time.
Depth- Enjoys helping cooldowns or long battles.
Darkbite- Skills are stronger but smaller.
Timegem-Longer cooldowns means more power.
Youkai - You gain more power, either sacrificing or enabling randomness.
Haunted - Provides Ghostflame (deals big damage when applies and expired) at the cost of skill power, and can set damage to fixed amounts.
Gladiator- A skill gains cooldown so that another skill becomes more powerful, though cooldowns can empower skills too.
Sparkblade- Applies Spark (damage over time to all enemies) and does something after dealing damage with skills and debuffs a number of times.
Swiftflight- gain benefits after moving a certain distance.
Sacredflame- Attacking will buff a certain skill.
Ruins- Can negate damage or boost skills a lot, but will also make the player slower.
Lakeshrine- Can enhance certain skill or gain benefits from standing still.
---
Status Effects are separate for players and enemies. On the Player side, some of these status effects are acquired from the loot, though some of the effects can be replaced when upgrading the skill. In fact, some status effects are unique to their classes. It should be noted that same status effects don't stack so try to pick loot with different status effects if possible.
On the Enemy side, it depends on which mechanics they are using. Most of the time, the mechanic is applied to the player such as chaining them to another player or restricting their movement to a lane. There is no need to worry about damage over time or increased damage from enemies, and they only apply such states as a mechanic, not from damage.
---
Speaking of mechanics, here are some of the things you'll have to worry about:
Small bullets: They can be erased and take multiple shapes. However, some enemies can through a lot of them.
Puddles and Exaflares: Giant bullets that can't be erased, only go around.
Line/Circle Donuts: You have to stand inside the safe zone because it'll explode outward for damage.
Beam: A stretch of area will be filled with damage.
Knockback: It does no damage but moves you away instead, though you still have to be careful about flying into other attacks.
Chains: You are limited to moving in two directions.
Linked: You will be limited by the position of the enemy or another player.
Rotating Beams: Arrow will show which way they will spin.
Boxes: Only the box is visible before it shoots four beams.
Colors: A donut mechanic where you have to be in a matching color. May also occur in sequential order.
Multi Explosions: The initial explosion is numbered and will increase in size based on the number.
Fields: Usually with dual enemies, players will be restrict to one of two halves of the field.
Turbulent Wind: Players will move in huge leaps
Slices: A huge section of the field will be attacked.
Teleport: A numbered line will count down, and the player will be teleported to the other point.
Tethers: Players need to move away from a point.
Multiplayer Spread: The player won't be affected by their own explosion but can be hurt by other people if they overlap.
===
I will convert this data into RP terms later.

