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JLW

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  1. These are good ideas, though quick combat might be a little weird in an RPG. However, it may or may not be moot at this point as the armour system was scrapped and replaced with one that achieves the same goals (albeit with less fidelity) and is easier to program and easier for the player to understand. The new system dramatically reduces the number of hitboxes (the player's 26 hitboxes are now just 6), and reduces the number of armour pieces to roughly half. It changes the flat reduction to a diminishing returns reduction for kinetic attacks (half effect every time it halves damage), all the armour pieces on each hitbox stack and the numbers for health, integrity, poise, damage, DR and everything else are multiplied by 10 to let the player see them better. So instead of 34 DR, a very heavily armoured character might have 1060. An attack that before would have been 34 and done nothing past that DR will now be 340 and deal 4.69 damage (which will display to the player as 5). The advantage is with this system, it is now much more difficult for damage to be reduced to 0 (as you'd have to reduce it so far the system rounds it to zero), but armour is still extremely effective (I mean, in that example it reduced the damage over 98%.). This system is still not used for energy for physiological resistances, but those have changed a bit too. Energy works exactly as it used to (it absorbs x damage and regenerates over time) only the numbers have been changed to balance for the new damage scale and stacking, and physiological effects are no longer locational and all pieces across the whole body give very small percentage resistances that stack multiplicatively. These systems don't allow you to be quite as much of a tank as you can be against kinetic attacks, but in the case of energy it does allow you to escape damage entirely as long as you don't take enough of it. Your defences are now also slightly influenced by your stats. (Strength increases bludgeon and cold by 4 per point, agility increases your slash and heat by 4 per point, constitution increases all DR and EA by 1 per point, perception increases pierce and electric by 4 per point and resolve increases puncture and chemical by 4 per point, compared to the 50-100 you start with and the 20-40 you'd get for putting on a shirt.) It is still important the player know how to aim for specific hitboxes as the armour is still locational, and the different parts of the body are not capable of being armoured to the same extent (the torso can be armoured the most, followed by the legs, then arms, then head) and enemies do prioritize armouring some parts above others, so aiming for places where enemy defence is much lower will dramatically increase the damage you do. So I may end up using some of the advice of this thread anyway.
  2.   I guess I could have an NPC about it, but it seems hard to work given the character's extremely young age. Who tells a kindergartener where to stab folks? ("Remember sweetie, aim for the feet, groin or the back of the thigh!") I guess maybe I could have an NPC shout that while they're actually fighting, there's a good opportunity when the player is fighting the (as of yet unnamed) inquisitor, literally the second boss of the game. There is an NPC present for that one, the only reason the player would be fighting the inquisitor in the first place is because he's assaulting a young woman, she can be there to shout advice during the fight. (Though this fight IS skippable, you just need to stand there and let him beat her with a stick and pour vitriol on her face. In which case, I think you deserve to be left in the dark.) As for having NPCs fight, that's more feasible. I can see giving NPCs weapons that can't hurt eachother through their armour and having them fight, since they simply won't be inflicting damage unless they hit them. Making sure the player encounters these scenes from below or above, or some other angle where they can see the action but can't immediately intervene, should help. It's also worth noting that the game shows damage numbers, so it's not as reliant on animation. The game's tutorial is the first area of the game, and it's designed to teach mechanics through play rather than though long-winded instruction. I suppose leaving a note telling the player about that wouldn't be too bad, especially since the game's note mechanic is already used in the tutorial, but I already thought of that so it isn't really new. The tutorial gives a note on how to do something with a note you don't have to read, then immediately gives you an opportunity to do it, Souls-style. Allowing that means it can easily instruct the player to aim for exposed areas, though the enemies that early aren't wearing armour. (Then again, the player doesn't have a weapon yet, either.) Perhaps it's not the most effective tutorial method, but it's easy to do, doesn't send a sledgehammer through immersion and isn't obnoxious for returning players, and it can certainly do this if they're willing to read the tutorial messages.
  3. Okay, but how do I make it clear this is a thing they need to do and should practice? The weak points aren't neon green, they're just places where other characters are wearing less armour (or possibly none). It may seem obvious that an enemy who is, for example, not wearing any greaves should be stabbed in the shin, but most players don't think about that because that doesn't actually work in most games. In most games, any armour you wear protects your whole body and even when there is some division it's usually simple enough that having armour on your upper legs would protect your lower legs, where in this game the division is really complicated. There's 26 different hitboxes on a humanoid model in-game, how do we get it across to the player that the armour an opponent has on each of the hitboxes is irrelevant to every hitbox it doesn't cover?
  4. One of the goals of my game project is an armour system that's engaging and functional, one that makes the player think about it during combat and respond to its presence. In other words, not a uselessly small percentage resistance like you see in most games. The result has been armour that is, on the face of it, extremely overpowered. Almost realistically overpowered, even. This is done with a damage reduction system and high-end armour has so much damage reduction that it can sometimes be difficult or impossible to deal any damage through armour. Even clothing provides a fair amount of DR, even if it isn't anywhere near the same league as armour. This pairs with strong dodge, block and parry mechanics to make some characters appear near impossible to fell. So here's how I'm balancing it. 1. Damage types and type advantage. This is very straightforward. Armour is not equally effective against all damage types. an opponent 2. Buffel. Even more straightforwad, if you can find an opportunity to do so hold the attack button down and you will make a buffel, an impractically heavy attack that has double attack power, but takes twice as long and consumes four times as much stamina. This can breach much heavier armour than a regular attack, but it rarely actually works because the attack is so slow and easy to respond to. 3. Back attack. The previous options are often defeated by the enemy's guard, but if you dodge past an enemy and attack from behind an enemy can't block your attack and while you won't deal more damage any damage you do inflict will stagger more and usually deal more body damage, helping set you up for a combo. Of course, that doesn't help if the enemy's armour is just too thick for you to penetrate, especially since many enemies will have a cloak that actually gives them slightly MORE damage reduction on their back. (Though only slightly. Even with type advantage it's +3, when their armour could in theory have as much as 44 already and their natural armour another 5.) 4. Use non-kinetic damage. To some extent, energy and poison are the Achilles' heel of armour. It still works on them, but not to nearly the extent it does on kinetic attacks. Delivering poison is easy, but requires you do at least some damage, but it can make just a little damage something functional and the more the better. The player can also deliver heat and chemical damage easily enough, and the armour system there will prevent damage for some time but enough damage in a short enough period will wear through it and start dealing damage. Poison is slow, though, and energy damage has a hell of a time actually killing anything, so keep that in mind. 5. Attacking weak points for massive damage. This is the one referred to in the title of the thread. Armour is extremely locational in this game, protecting exactly as much of the body as it appears to, so aiming where your opponent doesn't have armour (or just has less) can allow you to sneak in damage. Most of the body can have two layers of armour, the head can fit a layer of clothing over the top of that, but some body parts can't get nearly that much. The face and neck can both only have one layer of armour and one layer of clothing, the feet can only have a layer of armour, and the hands can only have a layer of clothing. That's four places where weak spots are almost guaranteed. The hands in particular are a good target because they are so exposed and the hand is a 2x body damage hitbox for the arm. Sure, it's hard to land a hit on the hands without it being blocked, but if you do you're likely to cripple in one hit and it's almost impossible the attack will fail to deal damage. Here's the problem. I know it's only one of five options, but as it's such a useful option I'm concerned players just won't be able to perform such extreme precision shots like hitting a character's hand while it's attacking or in a parry recovery, or just otherwise not blocking. I'm not even sure most players will think to do that. So, how do I ensure players are thinking of doing that and give them good opportunities to practice? I've got a few things already, but the more I can do the better.
  5. No, it's only a sorta-afterlife. It's complicated, but it's a physical place. He's significant to the player only because he saved their life at the beginning of the game, jumping into the sunlight to carry them from under a tree into a cave. As he died in the process, this is one of the larger hints as to the nature of the location. That is, respawning isn't just a gameplay mechanic, it's actually part of the world. His significance to the world is quite a bit stronger. He's the local lord, from the stronghold that takes up the entire west side of the map, but the stronghold is falling apart and the church has committed atrocities against the surrounding settlements. The captain of the lord's military company opposes this and has tried to expose these actions to the lord, but he trusts the pontiff too much and now the church and the military are fighting a clandestine war. The lord is aware that the church and company are fighting something but not that they're fighting eachother, and the captain and pontiff are both lying to him about it. The entire region is in its current sorry state because of the ambition of a religious zealot and the lord's inability to accept that his long-time friend has become such a fanatic. I'm certain that's way more information than you need, but there you go. Yes, but there's a few issues here. While flash backs and dream sequences are possible with the structure of this game, they can't be done in such a way as to guarantee the player will find them. Diaries, photos and other items could only be included in such a manner as well as none of them would exist here otherwise. I have thought to use item descriptions to hint at it, but they'd be rather subtle and not everybody reads those.
  6. Here's the issue. The player character in an upcoming game is in a sorta-afterlife.That's not explicitly laid out, but it's hinted at in how other characters talk about the world and their pasts. This primitive world is a place where the gods, or rather the celestial bureaucracy that may have replaced them or may have fabricated them in the first place, dump all the people they don't know what to do with. Mostly, it's people who did something truly horrible, but were in such extraordinary pain that lashing out in a horrific manner was inevitable and their judge just couldn't punish them for it and had to make them disappear. The PC is a small child. They are probably 4-5 years old, maybe a year younger or older. The only hinting to their backstory comes from one character who appears a total of twice in the game, once as the first NPC they meet and once as the final boss. I'm not getting into what that backstory is because this is about technique. He's a middle-aged man, who saves them from the lethal sunlight, and he comments before he dies that they said some things that disturbed him. Later when he appears as the final boss, notably with his face covered, he lays it out in more detail, and several other times throughout the fight. That's all I have, him laying it out at those times. Here's the issue: This is rather clumsy. I would much prefer a method of delivering this information that isn't as hamfisted as an NPC revealing all of it all at the end. The infodump at the end can be kept for the slow folks, but what can we do to hint at it earlier so it doesn't seem it it was all pulled out of the guy's ass?
  7. It sure would be nice if I could find my signature settings again. Oh well.
  8. There's a problem there. See, energy absorption works so well because it mirrors real-life behaviour. If somebody attacks you with a torch, the heat has to conduct through your clothes to reach you. Eventually, heating will reach a point where you start receiving minor burns, and if this continues the burns will eventually becomes severe. (Actually doing this with a torch is rather decidedly difficult in an actual fight, but that's besides the point.) Radiation doesn't work like that. Things it strikes don't become less resistant as it strikes them, they maintain the same level of resistance no matter how much they are struck. Radiation just penetrates materials, and a certain amount of it gets absorbed by the materials it passes through. More penetrative radiation, like x-rays, may only be resisted a very small amount by a thin garment but be almost completely stopped by a sheet of metal, as the defining factors here are thickness and density, and density is the more important of the two. However, whether you are struck with a 0.01Gy, 1Gy or 100Gy, the same material will reduce the same form of radiation the same amount. So my question as to whether I should use a divisive system, percentage system or an alternative still stands. Yes, but they are all quantifiable in some degree. Therefore, resistances both can exist and should be provided by anything that provides some degree of protection. I'm not going to make it a random chance, either, as that's just bad game design. Very commonly used bad game design, but bad game design nonetheless. That's already part of the rules. That cannot, however, be all of the rules and for two very important reasons. First off, even a weapon delivering poison will fail to deliver all of the poison if it has to penetrate anything on the way in, as the material it has to penetrate will scrape off some (usually most) of the poison. The other problem is that poison is not always delivered by a kinetic attack, and neither is disease. Poison is also often delivered by fire, corrosives and by itself either in an attack or as an environmental hazard. Disease is also often delivered by itself, in fact that's the most common method of its delivery, either in an attack or as a hazard. As a result of this, and the fact that apparel will always provide some protection even when these are delivered by weapons, there needs to be another resistance. You know what's rude? When some gobshite comes into a thread where somebody asked a specific question and then tries to push an opinion about the premise without so much common decency as to actually answer the fucking question. THAT'S rude. Telling them they're wrong is not rude, especially considering that I should just be telling the pricks to answer the question or piss off. People like them are the reason it's such a fucking crapshoot trying to get advice on the internet, because it's only a matter of time before an asshole shows up to give their completely unsolicited and irrelevant opinion on the core premise, your wording, your signature or something else that isn't the fucking question asked and then instantly the entirely thread is derailed as more and more people respond to that and the actual question you asked is completely forgotten, and I'm not entirely unconvinced that it's intentional. So, frankly, anybody who doesn't answer the question can go hang. Moneal is the first and so far only person who has actually tried to help. Everybody else just came in the spew verbal diarrhoea. If I wanted to hear the severely misinformed and blatantly incorrect beliefs of people with D&D-induced brain damage, I would have asked for them. I didn't ask because that's NOT what I wanted. I wanted something very simple, which was if I should use a divisive resistance, percentage resistance or something else. If you don't have anything to say that answers that one, singular question, you should NOT be in a thread that ONLY exists to get answers to that question. I was already being inadvisably civil just engaging them in the first place when they're only here derailing my thread, and the same applies to you right now as you continue to derail my thread and make it even more difficult to get an answer to the question I asked. And if you're going to act like I'm the asshole for not jerking off every braindead little prick who came in here to spew their irrelevant, unsolicited opinion on everything but the question asked, then I'm done being civil. Get on topic or get out. I don't care which.
  9.   Oh really? Better tell this guy:   And these guys:   Also this guy:   And all of them:   Probably also this guy:   This guy too:   And while you're at it:   Seeing as how a physical medium is somehow not effective at preventing toxins, pathogens and particulates from reaching your body, surely all these people are wasting their time wearing suits specifically to prevent such things, right? That's exactly what you said. And you'd better hurry up, because people spend a lot of money on these "irrelevant" garments, and it sure looks like these fellows never got the memo.   Or, perhaps, you're dead wrong and you should bloody well know better. That plague doctor wears a suit of waxed fabric, an impermeable layer of material that prevents bodily fluids from soaking through, which is washed after each treatment. The pathogens in the bodily fluids cannot leave said fluids and soon die off, preventing the doctor from catching the black death themselves. Their mask covers their most important orifices and contains sweet-smelling flowers and herbs that both prevent the stench from reaching them (which is its purpose) and kills pathogens on their way in (which is a happy accident). That modern doctor's scrubs serve the same purpose, but they don't waste their time with sweet-smelling flowers and herbs since our modern masks work better, and the suit is overall much lighter, cheaper and most importantly it is sterile and disposable. That foreign aid worker is there to treat the Ebola epidemic in Africa.  Like with the doctor and the plague doctor, their suit is there to prevent the bodily fluids that spread the disease from reaching their skin, where it could find wounds, open sores and orifices to infect them from.    Those DEA workers wear hazmat suits, which prevent toxic chemicals not just from being inhaled, but from touching their skin. While any material would serve the latter purpose to some extent, hazmat suits are once again cheap (the fabric, at least), completely impermeable, non-reactive and disposable (again, at least the fabric is). That firefighter's suit doesn't just protect against heat, it is also there to prevent the firefighter from breathing in or making skin contact with the smoke and toxic fumes commonly found in burning buildings. Without it, they would be exposed to topical poisons and corrosives every time they did their job, especially in modern day with all the plastics we use. The beekeeper wears their suit to prevent the bees' stingers from reaching their body. It, unlike most of the more specialized suits, is just a thick layer of cotton, no different than regular clothing except in its coverage and thickness.    Those at the end are nuclear workers at Three Mile Island. Those suits, which notably were NOT lead-lined, serve the purpose of keeping radioactive particulates from touching their body or reaching any orifices, because the greatest threat was the particulates being incorporated into their body and continuing to irradiate them in the long term. Some of these workers still got radiation poisoning, but the suits reduced the severity greatly, and were especially effective at reducing the long-term consequences of exposure.   The reality is that what you're wearing is EXTREMELY important in preventing you from being poisoned, catching a disease or being irradiated. These people all know that, and that's why their employers spent so much money outfitting them with garments to protect them. These outfits do their jobs and do them well, they are not "irrelevant".
  10. I may make a more serious response later, but for now I must note that the idea of energy bypassing armour is readily disproven with a simple home experiment. Heat your oven to the maximum possible temperature, and place a cookie sheet inside it. Leave it for one hour. Now, grab it with oven mitts and place it on top of the oven. Wait a minute, and put it back. Leave it for another hour to ensure the same temperature. Grab it with your bare hands and see the difference. That may have been overly harsh, but it demonstrates my point very precisely, and I know you aren't actually so stupid as to try it. Physical matter stops elemental damage even better than it does kinetic damage. You can hold that cookie sheet for many times longer before it burns you than you could with your bare hands, and it would do even better with a layer of metal over the top to spread out and radiate away all of that heat.
  11. You didn't think much about this, huh?   Having an impermeable layer between you and something harmful would reduce the amount that reaches you, realistically speaking. Curses especially, it makes sense that having material between you and them would reduce them, especially denser materials considering that "curse" is just a term this world's primitives are using for radiation.   I believe there is some degree of miscommunication here that might need to be amended, but I'll wait and see.
  12. So, I have a nearly fully fleshed-out armour system, but I'm getting seriously stuck on one part of it. I'll explain how the system works for context, in the spoiler tags below.   [spoiler] Locational armour: The most important part of this system is that damage and armour are locational. The game does register the difference between an attack to the torso and an attack to the leg, or an attack to the head. It also tracks what parts of you are armoured and what parts of you are not, so you can have the best breastplate in the game and it'll do absolutely nothing if you get hit in the head. This is used to create weak points in characters, areas where it can be difficult or even impossible to provide a large amount of armour, most notably the face, neck, hands and feet, and players can intentionally target these tiny hitboxes (which is even harder than it sounds) to stand the best chance against the opponent's armour. If at all possible, this should extend to the physiological resistances as well, whatever system they end up using.   Armour layers: This is the main reason why I'm so hesitant to use percentage resistances, even more than I would be in other games. You can layer armour in this game, with some forms of armour typed as underlays (appears under overlays), overlays (appears on top of underlays) or inlays (not visible on your sprite unless worn alone). These three layers have their strengths and weaknesses and stack as to provide the best protection when all three layers are worn together. This is part of how weak points are made, not all layers are available on all areas. The neck can't have an overlay, the hands, feet and face only get one armour layer that has the protection of an inlay layer (the weakest layer) with extra weight and penalties, and as a result these areas have a much lower limit on the DR they can provide.   Armour materials: Not all armour has the same traits. A fiber helmet and a copper helmet may be the same shape, weight and integrity, but the copper one is MUCH stronger against slashing and piercing attacks and the fiber one is MUCH stronger against bludgeoning and puncturing ones, amongst other differences. The five types are, more or less, hide clothing, textile clothing, fiber armour, metal armour and stone armour. Hide is a really cheap and common early-game clothing material not meant to provide serious protection in combat, textile is somewhat more expensive, becomes available a bit later and is much more fragile but is extraordinarily light for the protection it gives. Fiber armour is a variant on textile using mixtures of tough fibers in a dense, heavy weave to provide the maximum protection against blunt and puncturing weapons, cold temperatures and disease. Metal armour is armour made of metal, metal is late-game and scarce, generally being unique and difficult to replace if broken, but metal is strong against slash, pierce, heat, electricity, curse and poison, and is available in lead, copper, silver and gold, which have their own advantages and disadvantages, though silver is arguably the best. Stone armour, which for the record WAS a thing, works entirely differently in regards to kinetic and elemental damage and provides mediocre resistances against physiological effects. This system is also used to create weak points, as not all pieces are available in all materials.   Damage reduction: Finally, how the armour actually protects you. Damage reduction is how armour protects against kinetic attacks, which is upwards of 90% of the actual attacks you'll be dealing with in combat (elemental damage is mostly dealt by hazards, though some enemies may use fire and vitriol from time to time). It's as simple as it sounds, X points come off each incoming hit, enemy attacks often have a penetration score that allows them to ignore X damage reduction. However, damage has special effects that require it to deal a given portion of its damage to function, such as needing to inflict 1/2 damage or more to cause bleeding, so DR is even more effective than it looks, and even one point of damage coming off is significant in a way. This means chip damage from kinetic sources is largely useless against armour. Stone armour provides damage reduction, but very little of it and is largely dependent on plate points.   Energy absorption: Exactly what it sounds like, this is an amount of energy damage absorbed before damage gets to you. This is distinct from damage reduction in that it is a total amount, not an amount per hit. If your fiber cuirass says HA 8 and you have a natural HA 1, that means you'll be unaffected by the first 9 points of heat damage, whether that's from one attack or nine is irrelevant. Energy absorption also prevents an equal amount from dealing body damage after it is defeated, so even if that fiber cuirass has already absorbed 9 heat damage, the next 9 will only deal health damage. Energy absorption regenerates by its full value each minute, taking a maximum of two minutes to recover if both layers are depleted. This means chip damage from elemental hazards is perfectly valid against armour. Stone armour provides energy absorption, but very little of it and is largely dependent on plate points.   Plate points: Plate points are the main defensive property of stone armour, which is the only armour type to provide it. Plate points are much like energy absorption, only one layer and without the regeneration. Stone armour will completely absorb damage that gets through DR and EA, at the expense of its plate points. Plate points cannot be replenished through any means, and when plate points are depleted the armour is destroyed. Clearly, plate points do not apply to physiological effects.   Integrity: Health for non-stone armour. Stone doesn't need integrity because its plate points serve the same purpose and more. Armour receives damage whenever you do, and while it does benefit from its own damage reduction it does not benefit from other sources of damage reduction, so it takes more damage than you do. Physiological effects do not damage your armour's integrity. Moving on.   [/spoiler]   So, here's my problem: None of the above systems work for physiological effects, those being curse, disease, infection and poison. So I'm left with divisive and percentage resistances, the former doesn't work for curse at all and I really don't want to resort to the latter. I do have the percentage rules written up, I just don't like straight percentages because they are nigh impossible to balance. Anybody got an alternative? Preferably a simple alternative?
  13. Well, I already considered that, but that's par for the course and is done in other games more often to reinforce the power fantasy than to demonstrate actual danger.
  14. "HEY! THEY HAVE A QUESTION! CLEARLY THE BEST PLACE FOR THIS IS THE ONE WHERE NO QUESTIONS ARE ASKED AND WHEN THEY ARE THEY ARE NEVER ANSWERED!" -Navyman, 2016, twice in a row now.   Thanks buddy. Mind if I ignore you?
  15. For starters, let me say that I'm not sure if things belongs here or in visual arts, as some of this is definitely about visual arts (and a little is sound design). If this is in the wrong place it should probably be moved, but this seemed the best pick to me.   One thing important to my game's design is making the player acutely aware of the fact that their character is not a badass mega-warrior demigod and the "tactics" that would work for badass mega-warrior demigod characters in other games will NOT work in this game. The game's difficulty falls somewhere between "challenging" and "murderous", if the player doesn't take them seriously the basic enemies and the environment itself can and will brutally murder them. It is extremely important they take the hint as soon as humanly possible. I've got a number of ways to do this already (see below), and I'd like to know if anybody else has some more ideas.   1. The first half hour of the game. The player character wakes up in a cave, having been brought in the from the sunlight (the sunlight in this world is lethal) by an old man who saw them unconscious in the shade out there. This old man must be over 60 at a bare minimum and is so thin his ribs are visible on his sprite. According to him, he had to drag them inside because he couldn't lift them, and it took him several minutes. He also dies at the end of the conversation. Their story is not off to a pleasant start when they get saved by that guy, getting sick and slightly injured in the process. When the only direction they have in this point is "I.. I live in the broken tower... to the east. You should make your way there, just... stay underground and don't go... through...", that gives them what they need to progress but not enough to feel confidant. What makes it worse is that the way there is blocked by a cave-in, leaving exactly one way to go which is almost certainly the way they were told NOT to go. And sure enough, that path has a paralyzed octogenarian lunatic, a physically and psychologically compromised middle-aged woman, her dead husband hanging from a noose, loose boards with exposed nails, her sickly son, an ankle-punishing pitfall, and a crazy girl whose late father threw her down that hole before he killed himself. And did I mention you don't have a weapon yet? Or any clothes, for that matter? And this is the tutorial, by the way. The rest of the game is MUCH harder. Hopefully, this undignified introduction, their initial injury and the already high difficulty will instill a little caution in them.   EDIT: Small correction, you don't have any clothes at the start of this section. You should have some by the end, depending on your character's size, and the very first merchant in the game is in the next area and happens to be a tailor. (They also give you clothes for free if you aren't wearing any when you first talk to them, and won't do business with you until you put them on.)   2. The player character's species does not inspire confidence. Three of the five options for player species here is something normally not playable, considered monsters, are ordinarily weaker than player races, and in most games are strictly nameless, one-dimensional mooks serving no purpose but to be slaughtered wholesale by the player. These are orcs, hobgoblins and goblins. Another option is to play as a spinner, which is slightly more unique, but being a gnome with a spider for an arse would still put them in those categories is any other game. Lastly, you can play as a fairy, but they're normally ITEMS, and the few games where they aren't items, they are either guidance characters or extremely weak enemies. There's no choice here that exactly screams "badass mega-warrior demigod PC".   3. The player character is of small stature, to the point where it's actually relevant to gameplay. The player character is noticeably shorter than equivalent NPCs, and since reach (before bonuses from weapons) is equal to 1/2 your height this creates a noticeable disadvantage. (Though it also makes your hitbox smaller, which balances this out.) Additionally, if they are a hobgoblin or goblin woman, their breasts are a fair bit smaller than those of NPCs, extending 2px instead of 4px. (This does affect their hitbox, reach is adjusted 1px and 2px to compensate.) The difference in stature and reach should serve to make enemies more intimidating, especially when combined with the other things on this list. Below is PC height vs the height of NPCs.   [spoiler] Orc man: 56px PC, 60px NPC Orc woman: 56px PC, 60px NPC Orc boy: 40px PC, 48px NPC Orc girl: 40px PC 48px NPC   Hobgoblin man: 68px PC, 72px NPC Hobgoblin woman: 60px PC, 64px NPC Hobgoblin boy: 44px PC, 52px NPC Hobgoblin girl: 44px PC, 52px NPC   Goblin man: 50px PC, 52px NPC Goblin woman: 46px PC, 48px NPC Goblin boy: 32px PC, 36px NPC Goblin girl: 32px PC, 36px NPC   Spinner man: 38px PC, 40px NPC Spinner woman: 42px PC, 44px NPC Spinner boy: 24px PC, 28px NPC Spinner girl: 24px PC, 28px NPC   Fairy man: 30px PC, 32px NPC Fairy woman: 30px PC, 32px NPC Fairy boy: 20px PC, 22px NPC Fairy girl: 20px PC, 22px NPC [/spoiler]   4. The player character's voice is in a higher register. The game does not have voiced dialogue, but what little of the PC's voice can be heard is higher pitched than that of equivalent NPCs. This, along with #3, is explained by #5.   5. The player character is explicitly stated to be very young. The player character is much younger than the NPCs they meet in their age group, including their enemies. This is stated explicitly by the first character they meet in the game, the old man that saves them explains saving them at the cost of his own life by telling them he couldn't watch a child die. He then guesses the player's age, either because he thinks they're offended by being called a child, or because he regrets having to leave them alone.   [spoiler] Orc man: "You look about 14, something like that. It's hard to tell with orcs, since you don't get as tall." Orc woman: "You look about 14, something like that. It's hard to tell with orcs, since you don't grow boobs." Orc boy: "Maybe 6? Probably less? I'm sorry, but you'll have to go it alone for a while. I just hope you can manage on your own." Orc girl: "Maybe 6? Probably less? I'm sorry, but you'll have to go it alone for a while. I just hope you can manage on your own."   Hobgoblin man: "You look about 15, at the oldest. About as old as my great grandson, though I haven't seen him in years." Hobgoblin woman: "You look about 13, at the oldest. About as old as my great granddaughter was, last I saw her." Hobgoblin boy: "6, at most? I wish I could do more to help you, but you'll have to fend for yourself. I just hope you can manage." Hobgoblin girl: "6, at most? I wish I could do more to help you, but you'll have to fend for yourself. I just hope you can manage."   Goblin man: "14, give or take? I don't know, you're the size of a 3rd-grader. How old does that make you?" Goblin woman: "12, give or take? I don't know, you look like a 1st-grader with boobs. How old does that make you?" Goblin boy: "5-ish? 4-ish? You're pretty much a baby, it's not right that you have to be here alone. I don't want to leave you here." Goblin girl: "5-ish? 4-ish? You're pretty much a baby, it's not right that you have to be here alone. I don't want to leave you here."   Spinner man: "12, maybe a little more? Your spider half might be throwing me off." Spinner woman: "13, maybe a little more? Your spider half might be throwing me off." Spinner boy: "4 or 5? Something like that. Too young to be here alone, I'm sorry I'm leaving you here, but I don't have a choice." Spinner girl: "4 or 5? Something like that. Too young to be here alone, I'm sorry I'm leaving you here, but I don't have a choice."   Fairy man: "You can't be much older than 12. At your size, I don't think it really matters." Fairy woman: "You can't be much older than 12. At your size, I don't think it really matters." Fairy boy: "4? Maybe a little older? You're so small it's hard to tell, all I know is you're too young. You shouldn't be left alone like this." Fairy girl: "4? Maybe a little older? You're so small it's hard to tell, all I know is you're too young. You shouldn't be left alone like this." [/spoiler]   6. The player struggles with strength-related actions. Nothing ruins the image of being a powerful hero faster than struggling to push, pull or lift something. The player puts a lot of effort into all of the above actions, with the smaller species seriously struggling and often being outright incapable of using certain items, struggling and flailing to no noticeable result. Even a hobgoblin player, despite being the largest and strongest of the available options, puts a lot more effort into these actions than would be required from a human adult, no doubt because of the size difference.   7. The player's animations and sounds. The player, when idle outside of safe zones, constantly fidgets, looks around nervously, brandishes their weapon or keeps their hands up at chest height, breathes heavily, slouches, occasionally suppresses a whimper or cry, about everything you'd expect of a frightened child in a hostile environment. They do not relax, no matter how long they are left idle, and in fact if left idle for long periods they become more nervous and panicky. Their movement animations are quiet, low to the ground and constantly looking around. When they get into combat, their posture changes and they stand up as tall as possible. Their movements are quick and twitchy, extremely aggressive and very loud, dodging and jumping with with unnecessary stomps to make more noise, grunting on attacks and shouting on power attacks, clearly trying to scare their enemy off. When hit, they scream. They get louder once out of stamina, in and out of combat, breathing heavily with a pained, raspy voice. When low on health, however, they get quieter, choking and sputtering, gasping for air. When crippled, their damaged body parts remain limp, and when idle they will hold and grab at crippled limbs. They also visibly bleed, and will automatically apply pressure to bleeding wounds with idle hands, which does actually reduce the bleeding somewhat.   Their behaviour in safe areas is wildly different, calmer and more relaxed, but even then they still don't stand up straight and only look up from the ground to glance around them every now and then. They are at their best when talking to friendly NPCs, taking up a relaxed posture, but they don't make eye contact much. With unfriendly NPCs, though, they slouch, lean back away from them, keep their head down and look at the NPC's feet. With hostile NPCs, they keep their stance low and their feet wide, eyes locked on them, their hands out in front of them and ready to strike or go for a weapon. While it is unrealistic for this body language to be so universal, it is required for the player to understand it. And what they should be understanding is that their character is a frightened child.   8. The atmosphere of the entire game is claustrophobic and paranoia-inducing. This is not a horror game, but you'd be forgiven for making that mistake. The game takes place almost entirely in subterranean tunnels and passageways, it's almost always dark and cramped, and when it's open and well lit that tends to be a bad sign. Enemies often stalk or ambush the player, and the game comes with a fog of war and it's a lot closer to the player's back than their front. Sometimes, enemies will even emerge from hiding places in the background or foreground, where they were visible the entire time but likely went unnoticed. There is no music in hostile areas (outside of boss music), so the player constantly hears ambient noises and the sounds of enemies, neither of which is pleasant or comforting.   9. The difficulty itself. The environments are dangerous, and often include hazards such as flooded tunnels, unstable ceilings, loose or slippery floors, sharp objects and even roots and ledges that will trip you if you sprint into them. The enemies are usually stronger than the player when first encountered, and unlike most players they actually know what they're doing. The game includes a stagger mechanic, crippling and bleed, and enemies will exploit these things for all they're worth. Being killed in this game is very easy, to the point where it's entirely possible to bleed to death from a single knife wound. A lot of the player's bravado will be shot down immediately just from the difficulty, but this is also the reason why it's important they take the hint very early on rather than rushing in blindly and dying horribly ten or twelve times and blaming the game for their own stupidity. (Also known as "The Dark Souls Problem".)   If you have any additional ideas, please let me know.