The game · Dev note · 2 min read

To heal, take your armour off

A rule from the prototype: only the bare creature can pick up healing, so you have to leave your shell to get it.

The Wick lying alone and wounded in the rubble of the ruined city, out of its shell.

The rule

Enemies sometimes drop a small orb of healing when they die. A shell cannot pick it up. You can stand a shell right on top of one and nothing happens. Only the creature itself can collect it, so to heal you have to climb out, on purpose, in the middle of a fight.

How it plays

Out of the shell you are fast and fragile. Nearby orbs drift toward you. What you collect is banked, up to a limit, and handed to the next shell you climb into. Orbs do not last forever: they blink for their last few seconds and then they are gone.

A shell on its hands and knees in the rubble, its cape spread behind it.
A shell is armour. Leaving it is the risk.

Why we like it

Healing in most games is a button, or a pickup you walk over. Here it is a decision with a price: you give up your armour for exactly as long as it takes to collect. Greed gets punished, and every heal is a moment of real tension.

Where it stands

This comes from the 2D prototype. Whether it carries over to the isometric game unchanged is something playtests will decide.

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