Post by LeoLeWolferoux on Jun 5, 2024 22:34:42 GMT -6
So, this is just a random idea that I came up with when I was working on the music and features/mechanics for an RPG game I was creating a while ago, and one mechanic I came up with was: the 'Semi-Permanent Damage' mechanic, and even had it commissioned.
The idea was that few Monsters/Boss Monsters in the game would have magic or abilities that did very little damage.
However.
The damage that the ability/magic dealt, would permanently lower the current maximum HP (obviously jurisdicted by LV, HP+ items, armor, ETC.) parameter by that damage number, until the character rested at an inn, in which case the HP parameter would be restored to its original full amount.
I think this could be a fun little mechanic to include in possible upcoming titles by IGA, and something that I don't believe has been incorporated in an IGA-Vania, let alone a Metroid-Vania title to begin with. Miriam, (or whomever the next mainline character the story will focus on will be) could take small bits of damage from specific attacks, that permanently decrease her/their/his health by the number taken, until resting at a bench/save point, where the HP parameter would be restored to full. Of course it wouldn't be recommended for storyline boss monsters, as that may increase difficulty to the point that it may make story progression a bit too challenging for those not used to these kinds of titles. It would be recommended (IMO) only for optional bosses, to add a little bit more challenge, and make time more of the essence.
It would also:
1) Reduce the potency/tactic of spamming healing items, as your maximum HP would slowly deteriorate the more hits of this kind of attack you took,
2) HP would minimize to the lowest digit of 1, albeit Semi-Permanent Damage attacks themselves cannot kill Miriam / (the main character),
3) Additionally, picking up the Healing Orb that bosses drop at their vanquish, would reverse this effect, so that players wouldn't have to worry about instantly dying, trying to find the next bench/save point, before they get hit on the way to safety.
Just a fun thought, lemme know what you guys think of the idea. I doubt IGA will ever see this, but.
The idea was that few Monsters/Boss Monsters in the game would have magic or abilities that did very little damage.
However.
The damage that the ability/magic dealt, would permanently lower the current maximum HP (obviously jurisdicted by LV, HP+ items, armor, ETC.) parameter by that damage number, until the character rested at an inn, in which case the HP parameter would be restored to its original full amount.
I think this could be a fun little mechanic to include in possible upcoming titles by IGA, and something that I don't believe has been incorporated in an IGA-Vania, let alone a Metroid-Vania title to begin with. Miriam, (or whomever the next mainline character the story will focus on will be) could take small bits of damage from specific attacks, that permanently decrease her/their/his health by the number taken, until resting at a bench/save point, where the HP parameter would be restored to full. Of course it wouldn't be recommended for storyline boss monsters, as that may increase difficulty to the point that it may make story progression a bit too challenging for those not used to these kinds of titles. It would be recommended (IMO) only for optional bosses, to add a little bit more challenge, and make time more of the essence.
It would also:
1) Reduce the potency/tactic of spamming healing items, as your maximum HP would slowly deteriorate the more hits of this kind of attack you took,
2) HP would minimize to the lowest digit of 1, albeit Semi-Permanent Damage attacks themselves cannot kill Miriam / (the main character),
3) Additionally, picking up the Healing Orb that bosses drop at their vanquish, would reverse this effect, so that players wouldn't have to worry about instantly dying, trying to find the next bench/save point, before they get hit on the way to safety.
Just a fun thought, lemme know what you guys think of the idea. I doubt IGA will ever see this, but.