The ideas keep pouring in. I think I might write a column about the bizarre and intriguing elements of game design I'm exploring as I make Asunder. The entire game is off the beaten track, and requires a heck of a lot of thought just into the most basic enemies and things most platformers take for granted.
The next enemy to be animated is the "Stalking Statue"
This enemy is a play a common video game enemy trope, like the "Boo"s from Mario. The enemy is a statue that is invulnerable stone and only comes to life when you rewind time. So while everything else around you is rewinding in time, the stalking statue actually exists outside of the time stream, comes to life and creeps towards you to try to kill you. Hes only a danger while you rewind time! And if he gets you while time is rewinding.... you'll wind up dead when you stop rewinding. Your only way out is to stop rewinding before he gets you, which might lead you into a deadly scenario, or to pray you were moving fast enough several seconds ago that you'll rewind to before you died (in reverse) and out of harms way.
And the only way to harm the stalker? You need to hit him with your attack in reverse time. Your attacks can't hurt him while hes a statue, but you can actually kill him *outside of the timestream* while in reverse.
The basic idea goes; "A man with a gun is immortal. Until he meets another." In Asunder, you'll have the ability to manipulate time itself at your disposal, which would make an ordinary game very easy. But when your common enemies have the ability to attack you through time itself, things go wacky. And thats before you even look at the "360 degree space" aspect of the game.
|