Today I spent some time working on player death. In Overclocked, players die after a single hit. The game is designed to be frantic, momentum-driven action, and as a result it’s likely that the player will die quite frequently.
It’s important then to ensure that death doesn’t feel cheap, unfair, or boring. We want to ensure that the player has time to see why exactly they died so that they can adjust for the future. We also want to give the player a bit of a visceral ‘reward’ for dying, if you will.
What we’ve come up with so far is this. There’s plenty of work to be done to make this death feel perfect, but I’m very happy with the progress so far. The player is given a second to see what led to their death, and there’s an explosive end to the round before the player can choose to restart or exit to the menu.
We’ll be making some major modifications to the hitboxes to create a system not unlike what you might see in a bullet hell. Amber’s death hitbox will be smaller than her actual sprite, and her attacks will be slightly larger than her sprite. This ensures fairness, and also leniency for new players.
That’s all for now! See you soon.