Devlog - Slowing Down Time in crisis ⌛


Hello agent! For our intense top-down shooter "R for Revenge", survival in chaotic firefights is crucial. Players will face off against tough enemies with fast reflexes and deadly aim. But I wanted to give our main character an edge to turn the tables in dire situations and help players feel like they hold the power to manipulate time itself in the heat of battle. 🪖

Enter "Last Stand" - a passive ability that kicks in when health drops below 25%. Time seems to stop as everything slows to a crawl. Enemies move in sluggish motion while bullets fly by at a snail's pace. From their perspective, the player dodges and retaliates with inhuman speed. 

This is more than just a gameplay mechanic - it’s a chance to feel like a true master of assassination! Even on the brink of defeat, the main character seizes control by bending the laws of physics. A few precious seconds are gained to seek cover, line up a perfect killshot, or plan an escape. 🏃

Testing has been intense trying to get the slow motion effect just right. It needs to be slowed down enough to be tangible, but not so slow that it removes all sense of risk. I've found that making everything else run at around 10% speed achieves that balance of enhanced perception and urgency.

Of course, Last Stand won't save the player indefinitely🌠. It only buys a few precious seconds to turn the tides. But I hope providing an epic slow motion moment to wipe out enemies will make for some memorable and cinematic gameplay sequences. Let me know what you think of this experimental new ability - any feedback is welcome as we tighten up the design. Stay tuned for more dev updates on "R for Revenge"!

Leave a comment

Log in with itch.io to leave a comment.