Demo Release - Game Mechanics
Overflare » Devlog
About
If you wish to understand the mechanics of Project Salamander a bit further, you're in the right place!
Player Controls
- Directional Input: Moves the player character.
- Fire Weapon 1/Fire Weapon 2: Fire normal weapon
- Fire Special Weapon: More powerful attacks with unique mechanics and cooldowns. Example:
- Sword: A melee attack that lets the player dash toward an enemy, dealing damage and granting invincibility frames (iframes) upon a successful hit. Has a cooldown of 1.3 seconds upon pressing the button.
- Dash:
- Consumes Boost Gauge to initiate and maintain dashing.
- Increases movement speed but reduces turning ability.
- Makes the player invulnerable to enemy beam projectiles and lasers.
- Generates afterimage which can be used for grazing enemy projectiles.
- Ends when the Boost Gauge is fully depleted.
- Activate Overdrive:
- Replaces the traditional bomb system seen in most bullet hell games.
- Temporarily empowers the player with special enhancements.
- Switch Target:
- The player's current target is displayed on the UI.
- Attacks will be directed at the active target.
- Players can switch targets at any time.
Grazing
Player can graze enemy projectiles by:
- Dash through beam-type projectiles and lasers
- Let enemy projectiles hit one of the player's afterimages generated from dashing
- Let enemy projectiles pass through player's vicinity without getting hit
Overdrive Meter increases whenever a projectile is grazed. A projectile can only be grazed once.
Overdrive System
- Building Overdrive Meter:
- The meter fills when the player hits an enemy or grazes enemy projectiles.
- Requires at least 50% to activate.
- Activation at 100% provides additional bonuses.
- Activation Effects:
- Grants brief iframes upon activation by default.
- Replenishes the Boost Gauge.
- Boosts damage dealt by 1.2x
- If activated at 100%, grants a longer duration and extended iframes.
- Overdrive Depletion:
- Begins draining immediately after activation.
- Ends when the Overdrive Meter is empty.
- Taking a hit during Overdrive does not reduce HP but immediately ends Overdrive by default
- Overdrive Bonus:
- When Overdrive ends, player receives bonus score based on their performance during Overdrive (more about this later)
Overdrive Types
The player selects one Overdrive before starting a stage:
- Accelerating Overdrive:
- Slows down everything except the player.
- Generates afterimage outside of dashing and prolongs afterimage duration from 0.35s to 1s.
- Increases animation speed of most actions.
- Does not provide iframe upon activation.
- Blazing Overdrive:
- Allows animation cancelling of weapon attacks, enabling much higher fire rates
- Further boosts damage output of auto fire weapons (like Machine Gun)
- Halves charge time of charging weapons (like Beam Cannon)
- Covering Overdrive:
- Lasts longer than other Overdrives.
- Upon activation, creates a shockwave that deals damage to enemies and clears all projectiles in a radius .
- If activated at 100%, creates a larger shockwave and deals more damage.
- Taking a hit during Covering Overdrive does not immediately end it but instead reduces the remaining Overdrive Meter slightly.
Scoring System
Enemy Destruction
- Defeating an enemy rewards score based on enemy type.
Dealing Damage
- Score is rewarded proportionally to the amount of actual damage the player deals to enemies.
Combo System
- The combo counter increases as the player deals damage (actual damage dealt is counted), and the UI displays the player's current combo damage.
- The counter resets if the player does not hit an enemy in time. The counter also resets if the player takes damage.
- The score multiplier increases with higher combo damage, up to a maximum 3x bonus at 10,000 combo damage.
- The combo score multiplier affects score gained from enemy destruction, dealing damage and Overdrive Bonus.
- At the end of the stage, the player is granted additional score based on the highest combo damage achieved.
Overdrive Bonus
- Bonus score is rewarded at the end of Overdrive based on its type and the player's performance. The score is ranked from S to C, with different performance metrics for each Overdrive type (values are tentative).
Overdrive Performance Rankings:
- Accelerating: Graze through enemy projectiles
- S: 15+ projectiles; A: 10-14 projectiles; B: 5-9 projectiles; C: 0-4 projectiles.
- Blazing: Deal damage or defeat enemies
- S: 2,400+ damage or 6+ enemies; A: 1,600-2,399damage or 4-5 enemies; B: 800-1,599 damage or 2-3 enemies; C: 0-799 damage or 0-1 enemies.
- Covering: Clear projectiles and hit enemies with the shockwave from activating Overdrive
- S: 24+ targets; A: 16-23 targets; B: 8-15 targets; C: 0-7 targets.
Score Rewards by Rank:
- S: 5,000 points
- A: 2,500 points
- B: 1,500 points
- C: No bonus
- If the player remains unharmed throughout the Overdrive duration, the Overdrive Bonus is increased by 1.5x.
- Affected by the combo score multiplier.
Stage Completion Bonus
- Survival Bonus: Extra score is awarded based on remaining HP. No HP loss grants additional 20% bonus to this score.
- Time Bonus: Faster completion results in a higher score bonus.
- Combo Bonus: Reward bonus score equal to twice the highest combo damage achieved during the stage.
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Overflare
Fast Paced Bullet Hell
| Status | In development |
| Author | 124sangaming |
| Genre | Shooter |
| Tags | Bullet Hell, Shoot 'Em Up |
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