i just realized that my 2 favorite not strategy games share the same fundamental mechanics, so i decided to make a game around that.
the mechanic is crash team racing sprinting system and monster hunter bow system, it works this way.
>you keep a button down and a bar start charging.
>there is a critical point at which you must release the button(or press another one) to activate the effect you charged util now.
>if you do that too early it's inefficient.
>if you do that too late it's wasted/inefficient.
>your position and what you are aiming at is extremely relevant.
>while charging it's extremely important to move in the right way.
on top of that this mechanic is not something you do once in a while. it is the core feature of the game. in ctr half of the speed of the cart comes from this. in monster hunter 100% of the damage comes from this.
from start to finish of a quest you keep charging and releasing no matter what happens, and only after you can do this without thinking you can actually play the game properly, because the game throws at you hundred other things to take care and you must use this charging system to advance.
when i noticed this similar system in two completely different game i started thinking what other genre could use it.
does anyone knows other (good) game built all around this charging mechanics?