Gameplay Basics: Fortitude
One of the main gameplay elements of Down is being in the dark and having limited information about the world around you. Being alone in the dark in a strange cave is scary. The more time you spend in the dark, the more your fortitude is challenged. You will encounter at least one type of light that will temporarily illuminate your surroundings. The mysterious light source will diminish over time as it reacts negatively to human touch.
The player character’s “Fortitude” will remain stable so long as they are not in the dark. I’ve been thinking about a gameplay mechanic that will allow you to put the light away (in your pocket, say). Doing so will pause the draining of the light’s energy, but will put the character in the dark which affects their Fortitude. With the proper level design, the player will want to balance needing to see with keeping their Fortitude levels up.
And, of course, if you run out of Fortitude, you lose the will to continue on your journey Down.
Get Down
Down
Descend into the unknown
Status | Prototype |
Author | Freddicus Game Studios |
Genre | Platformer |
Tags | Exploration, Singleplayer |
Languages | English |
More posts
- Going in a new directionApr 20, 2024
- Prototype Build 2 ReleasedApr 20, 2024
- Prototype AvailableApr 16, 2024
- Still in beta? Pfft...Mar 31, 2024
- Gameplay Basics: Dropping LightsMar 02, 2024
- Gameplay Basics: WarmthFeb 19, 2024
- Getting StartedJan 27, 2024
Comments
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How about having shafts of light in certain areas? Could be used to create puzzles and risk/reward situations.
So does the light only work while being touched? E.g., dropping it will turn the light off.
I actually have that prepared and in testing! Stay tuned to the dev log. I hope to publish entries around one every week or two. 🙂
oh word!