ITS HAPPENING. Here are the ideas I've brewed up that seem worthy. It's a brick wall of text, sorry people.
- Zone theme
I'm getting a castle/medieval vibe when I think about it. Not really sure why. Something eldritch/other dimensional seems pretty neat too.
A lot of my ideas are centered around knights, spike traps, archers etc. Sort of like a final assault on something.
- New character
Indiana BONES (More of a challenge character):
Starts with a whip and it cannot be replaced.
Has a hat which cannot be replaced. The hat does nothing but it looks quite nice.
If he gets hit he drops the hat and you can’t exit the level without it or attack.
Starts with a Base rapier, holster, parrying dagger, and ring of might.
Cannot equip a new weapon or pick up other items that replace holster.
- New items (weapon, armor, charms, food, usable items, spell, scroll, shovel, head item, foot item, torch, ring, etc)
Dynamite: One time use, when activated readies a throw. Throws a dynamite stick 3 squares in the direction chosen by player. The blast is the same strength and radius as Necrodancer’s bomb spell.
Mana Drum: Permanent item. Expends 1(½?) heart to use the spell on the next beat as if it were being cast with Ring of Mana. (might make food too good, but this also adds to the use of the backpacks, making them that much stronger)
Mana Potion: One time use, recharges all spells.
Sacrificial Drum: Permanent item. Recharges every 10(15? 20?) kills. When activated gives the player infinite damage (and maybe even invulnerability!?) for the next beat.
Acid Flask: One time use, either a throwable that goes 2 tiles forward (direction chosen by player after using) or instant active around the player (if hotkey is hit twice consecutively). Deals 1(Maybe 2 to make it super useful) damage that pierces armor and doubles all damage taken by the creature’s who are hit.
Quake Spell: Does 1dmg in a AoE around player but pierces(or phasing dmg) Also does 1 damage to walls.
Static Spell: While active deals 1 damage to enemies around you every beat. Last 3 beats. 20 kill recharge. Armored enemies (Skeletons with Shields, Blademasters, Beetles etc.) are pushed away.
Enchant Spell: increases your weapon damage by X for a certain amount of beats. (Fairly boring but sort of useful, maybe have it add an effect to the weapon when used like Frost/Piercing/Phasing/War etc)
New type of weapon: Rough -> Refined -> Flawless
This type of weapon gains damage as it is used more. It starts as a 1 damage weapon and evolves to 2 damage and later 3 damage with more kills (Probably a large enough amount to not make it super good for speed, I'm thinking 25 for the first upgrade and 50 or 75 for the second.)
Hammers: Possible full tiered weapon (Titanium, Obsidian etc.).If not readied(throw key), attacks like a dagger. When readied, attacks like a 2 range broadsword, hitting everything in the area and destroys tier 1 walls.
Axes: Possible full tiered weapon (Titanium, Obsidian etc.) Attacks in a upside-down T shape from the player (Longsword x Broadsword at 2 range) When attacking at the max range, moves the player forward one square.
Lances: Possible full tiered weapon (Titanium, Obsidian etc.) Attacks like a spear normally. When readied(throw key) attacks as a 3 Range weapon that moves the player forward when they attack.
Parrying Dagger: 3 damage dagger. When readied(throw key) makes the player invulnerable to damage but only physical attacks.
Has a cooldown that goes down by landing successful attacks (probably 2 or 3). This encourages actual play by forcing the player to hit things in order to use the item’s effect
Hazards, Fireballs, Explosions, (potentially Klappas, Mushrooms, and enemies similar to them) would not be able to be parried.
A successful parry in this way pushes the monster back one square. When used with the holster, immediately comes out with parry active.
Tele-Dagger: 2 damage(maybe piercing?) dagger. When thrown, the first enemy killed by it is where the player will teleport, immediately picking it up.
Flame Longsword/Dagger: deals 1 damage (similar to frost dagger) but applies a burning effect on the target that last for 2 beats, dealing 1 damage each beat that pierces(and stacks?).
enemies hit with fireball while burning are killed instantly. possibly acts as a torch +1 or add +1 to torch.
Glass Slippers: prevent status effects (freeze, confusion,etc) and are goo boots. Stepping on a spike trap would break them over taking damage. Would come from glass shrine if you had boots as well. break on hit.
Blast Ring: Increases explosion radius by 1 and gives immunity to explosions. Gives a bomb on pickup.
Spelunker Torch : +1 Torch that reveals barrels, chests, and crates. (Doesn’t show contents, only locations within walls etc.)
Blood Torch: +3 Torch that reduces to +2 at half health (rounded up) and +1 at .5 hearts. Blood shrine would automatically convert your torch to this.
Earthen Torch: +1 Torch that increases by +1 with each consecutive dig, maxes out at +3. Falls off by 1 each beat back down to +1.
Mana Charm: increase the damage/effect of all spells by 1 and duration by 1.
Charm of Sustenance: Increases health gain from food by .5 -O
Charm of Brilliance: Increases torch radius by +1. -O
- New hidden shop types
Pay money to reveal upcoming contents of the game(each can be used multiple times, which transition to the next floor/zone) The cost would go up dramatically with a pretty steep starting price in comparison to other shops.
Next exit/One Floor Map (Possibly even current)
Next boss chest of a chosen color(or possibly just makes all 3 visible when you get there)
Next Secret Shop location(certain one possibly chosen by player)
Next Shrine Location (Tells the player the exact Zone/Floor and shows shrine type)
Killing the Fortune Teller drops a Crystal Ball, which with a one-time use reveals the next boss AND all of the items in the upcoming boss chests AND the current floor’s exit(or one floor map probably).
Sells 2 different types of bomb counts. One bomb for 50g, 3 for 150g and 5 for 250g. (The 5x bomb can ONLY be found within his shop.)
Potentially sells Dynamite, a use item suggestion.
Killing him drops a Blast Ring, a ring suggestion.
- New traps
New Wall Type: Wind Wall (Dig Level 1).
Pushes the player away from it like a wind gargoyle. This affects players with phasing in the wall.
Wall Type: Obelisk (Dig Level 1 or Permanent).
Every other beat, gives every non-giant enemy within a 2 or 3 radius a shield until they leave the radius. This shield is destroyed with 1 hit. They usually spawn in the middle of a room when generated.
This may appear in every boss room, who knows
Wall Type: Spiked Wall (Dig Level 3 or Permanent)
Every 2 beats the wall will activate and become a hazard itself and to all cardinal directions next to it.
Spring Pad Trap: propels the player 2 tiles in a set direction
- A new terrain type
Spike tiles (like in Legend of Zelda or something) that alternate activity every beat.
deal 1 heart (2) damage if stepped on or on top of when activating.
Cracked Floor Tiles. After standing or stepping on them enough times, they break and reveal a hazard beneath them that acts as water/tar but the player takes damage entering it.
- Enemy movement patterns
Is always holding a shield up, and only vulnerable after it charges forward (2 or 3 tiles) Only charges with player in range, gives player 1 beat to react like Dead Ringer.
Moves every 2 beats like a normal skeleton (Might be better as a miniboss)
Skeleton archers (prime shots like a dragon primes a fireball, but maybe not as often and at a much shorter range).
could maybe be stationary like a mushroom, but tracks the player in cardinal directions trying to fire
- Final boss
A Zone Boss idea: Ballet Hell
The boss is a demon or devil (maybe a ghost?) ballet dancer.
I’m picturing a chubby demon in a pink tutu.
Player enters the boss room and it is a stage. The area behind the entrance becomes a crowd populated with various skeletons, zombies and other creatures (zone dependant).
The major aspect to this fight is to fight the boss while dodging incoming projectiles, which fly across the stage in various directions, moving a tile every beat with preset patterns. The projectiles have 1 hit point and can be hit and destroyed, but only in phase 2 (this may be too inconsistent and confusing for the player and yes they drop gold on Monk Kappa).
The ballet dancer has 9 health across all variations. (this is to prevent glass rapier trivializing the fight entirely.)
For damage values, the projectiles could be scaled to: 2/3/3/4/4. The ballet dancer could deal: 4/5/5/6/6 in charge phase (else 3 damage)
In the first phase the player dances with the ballet dancer, which mirrors the player’s moves like a clone. This is while the projectiles are flying on the stage (hence ballet hell) There are walls place on the stage to help aid the player in hitting the ballet dancer. When hit the second phase begins. The ballet dancer takes no damage from this, unless the player does phasing damage.
In the second phase the walls go down and the ballet dancer rushes at the player similar to a minotaur charge. The player must hit the ballet dancer during the charge to deal damage to them. At the end of a charge the ballet dancer will teleport to a random edge of the stage and charge again. There are still projectiles flying across the stage. After being hit the ballet dancer teleports and begins charging again until reduced to 5 hit points, at which point the final phase begins.
In the final phase the crowd is in an uproar and begins to enter the stage from various directions (different enemies based on zone.) The projectiles stop and the ballet dancer moves away from the player every other beat (diagonally if possible, similar to Deep Blues phase 1, also maybe every 3 beats instead of 2 to make it faster). Each hit on the ballet dancer has more of the “crowd” enter from the sides of the stage.
- Miniboss movement patterns
“Darth Mahler” a Flail Knight. Is two separate entities, one rotates around the one in the center. Can only be damaged by knocking the flail ball back into the knight.
it was the best pun i could find don’t hurt me
probably moves like a dragon, but the flail circles every beat.
Two-Headed Dragon “Diatonic Scale”.
Shoots fire like a Red dragon if capable
Breathes frost like a Blue dragon if capable (this out prioritizes fireball)
The dragon will attempt to Fireball frozen targets over stepping on them? (might be too scary)
Is essentially a red dragon for everything else(health, damage, movement).
Giant Spooky Tree “Timbre”
6 Health, does 2 hearts (4 damage)
Moves every 4 beats. Can move diagonally.
attacks likes a Klappa when it moves, but also roots(like freeze) player for 2 beats if they are hit.
A multi-segmented Mini-boss that moves like a conga line (probably 3 segments long) Maybe an upgraded version with 4 segments later.
Has 3 health, and deals 2 hearts (4 damage)
Can only be hit by damaging an exposed part on its tail(last segment), or with piercing or phasing damage.
Each destroyed segment deals 1 damage to the snake and makes the snake shorter until it has one hit point left, at which point it moves (just the head) every beat but is vulnerable to all attacks.
knocking back a segment knocks back the whole snake
Moves every 3 beats, creates eldritch goop where it moves from, this causes the player to take additional damage while on it (+2 damage).
Has 6 health.
Can reach the player 2 tiles away, and if on the beat it moves the player is there it tries to grab the player and pull it to them, which deals 1 heart (2 damage) and moves the player in front of the monster(essentially a damaging 2 range wind spell).
Yes this can hit the player through enemies, but it damages the other target.
If the player is hit by this attack while right next to the monster it deals 3 hearts (6 damage)
Eyeball “See-Flat (See-Sharp, See-Natural etc)” -O
Moves every 1 beat, pursuing the player.
Has 5 health(might need 6 to prevent easy low% kills).
Deals 3 hearts (6 damage) with a melee attack.
Acquires the player from 5 squares away attempting to laser them, which stretches the whole map (similar to wall pig) This deals 2.5 hearts (5 damage) This has a 2 beat cooldown like a dragon, but the Eyeball stays in place when it uses this.
Is knocked back on hit
When its health is reduced to 3 or fewer, it turns into a mouth and chases the player relentlessly, this allows it to move diagonally but it no longer tries to laser the player. (essentially a banshee with diagonal movement/king konga.)
Last edited by Oblivion
on Sat Mar 12, 2016 7:39 pm, edited 4 times in total.