posted in /v/ as well but:
>top down
>player is alone vs rooms of enemies, kind of like hotline in setup
>rooms are full of cover, close corners, and enviro hazards to give the player manuvering options and stop the player from getting shot across the room
>enemies don't die in one hit to some attacks, either need to be comboed (takes time), knocked into enviro hazards, or killed with a gun (more on guns below)
>player doesn't have a health bar, they die upon a successful enemy attack
>player has a sprint key which makes them move faster and become completely immune to getting hit, draws from a gauge that lasts a couple of seconds, once it's empty it recharges pretty fast, lets the player advance on armed enemies and escape death, but has to be managed well
>if the player is about to take a hit but has any sprint gauge, they'll avoid the attack automatically dodge and be invulnrable briefly, but the sprint gauge will then be locked for several seconds forcing them to retreat or aggressively end the fight
>melee attacks flow into one another (kind of like arkham combat but without counters, only way to avoid a hit is to parry by hitting first or to sprint)
>player has a gun they carry with them throughout the game, has a preset amount of bullets, not
>is reloaded only between rooms, can't be used as the player's primary option
>gun stuns at long range but is lethal up close, encouraging chaining it into melee combos and general gun-fu
>as a player combos attacks, avoids damage with sprint, and kills enemy, a gauge fills up, meaning they move more into 'the zone'
>depletes quickly if the player isn't involved in combat, especially at higher levels (maintaining high gauge requires the player to be in the midst of the fight and making crazy plays, using environmental hazards, chaining attacks, whilst playing conservatively and picking ePost too long. Click here to view the full text.