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Abilities

The play has two “modes” to choose from, offensive and defensive, or Fire and Water. They are represented by moko, which can be modified by figurines (or attributes). Each moko grants the authority to control up to a maximum of three figurines, which imbue the moko with different characteristics.

Moko

The moko worn on Kō’s shoulders represent her authority to command the power granted to her by the deities of fire and water. As she gains more mana, she is granted increasingly large and elaborate moko. When she starts, they are basic and do not allow her to augment her abilities with figurines. As she gains mana, her moko afford her the right to use up to 3 figurines per power.

Figurines are not permanent, they can be moved at will, and switched between water and fire moko.

Figurines (or Attributes)

There are three types of “figurines”: Momentum, Size, and Absorb. They act like Paper-Rock-Scissors: Momentum beats Size, Size beats Absorb, Absorb beats Momentum.

The figurines can be mixed and matched. Generally speaking, two combined figurines will draw with the third, be strong against the weak figurine in the combination, and weak against the strong one. For example, Momentum+Size will beat Size, draw with Absorb, and fail against Momentum.

Figurine Strength

A figurine starts out in a weak state, and grows in power each time it’s used. For example, a Momentum figurine will make whatever it is socketed with faster and faster (up to a maximum value) the more it is used.

Enemies

Enemies also have these primary characteristics (and can also combine them). For example, a Big enemy loses against a Momentum attack.

Here are charts with all the combinations:

Mod1st Mod Effect2nd Mod Effect3rd Mod EffectWeaknessStrengthDraw
[None]Creates a small Fire on the ground that burns for a limited time and damages enemies that pass through it.N/AN/AOnly the slowest, dumbest enemies will walk through this
N/AN/A
MomentumFire Dart that can travel 1/3rd the length of the screen
Dart can travel 2/3rds length of the screenDart can travel entire length of the screen
enemies that can absorb are not hurt by this (unless you can fire several in quick succession)
Large enemies can't dodge this and you can stand back from them to attack
Projectile Enemies can just shoot back, and fast enemies can often dodge your dart

SizeInferno spreads a distance in front of the player, like a fire that has extended horizontally
Inferno becomes taller, or becomes longer (not sure because I don't know how important height will be)
Inferno spreads out in both directions, instead of just in front of the player
Fast enemies can jump away or burrow to escape
Absorb enemies can't absorb all the inferno, so it backfires causing even more damage (see notes on Absorb)
big enemies can move away but not simply jump away
AbsorbFireForm engulfs player in flames, dealing damage to any who touch her
Larger flame for wider area of effect
Absorb is so strong now that there is a wide area of effect and enemies are sucked toward the player as if by gravity
Big enemies will knock you away from them and not be affected by the gravity
small, fast enemies will be sucked in more forcefully
Absorb enemies will take only half damage
Momentum + SizeFire Bomb is like a grenade that can be lobbed, and which causes an inferno in the place it lands. It can travel halfway across the screen
x2 Momentum, the bomb can be lobbed all the way across the screen
x2 Size, the bomb will have a larger inferno
momentum enemies will snipe you as you slowly lob the bomb, and simply dodge when it explodes
big enemies can't get near you and can't get away from the inferno
Absorb often absorbs the bomb before it explodes, so it's only sometimes effective
Momentum + AbsorbHoming Dart will track enemy and try to hit it
x2 Momentum, the dart will travel longer
x2 Absorb, the dart will track more faithfully
can be absorbed just like a normal dart
Beats momentum because you can stand anywhere on the screen and fire while the enemy has to be adjacent to you to hit
Neutral against size? It actually seems like size would be especially weak against this, since big slow enemies couldn't touch you while you rained darts on them. That's a problem. Could be solved by swapping size and momentum?
Size + AbsorbFire Clone is a clone of you in fireform that fights for you for a limited time
x2 Size will produce 2 fire clones
x2 Absorb will make the fire clones area of effect wider
big enemies can knock the clone away, preventing damage
beats absorb by chasing him down (damaging him) and being too big to absorb
clone can be sniped or dodged
Momentum + Absorb + SizeFire Darts travel from off screen, hit all enemies, and converge at the player, causing an inferno
N/AN/Afar off absorb enemies won't be hurt by the darts
nearby size enemies will feel the hurt
darts will hurt momentum enemies but inferno won't do much against them
Mod1st Mod Effect2nd Mod Effect3rd Mod EffectWeaknessStrengthDraw
[None]Heals KotiroN/AN/AN/AN/AN/A
MomentumLevitate jets water downward, boosting your jump by 1/3rd
jump boosted by 2/3rd
jump boosted by 100%
Absorb enemies can cut the jump off mid way
big enemies can be avoided by jumping over them
you can jump, but often fast enemies will jump right along with you
SizeRepel creates a halo of protective water that pushes enemies who are very close to the player away
radius increases
radius increases
the ability takes a moment to fire, leaving you vulnerable to fast enemies
Absorb enemies will also have their *life drained by repel
slow enemies are pushed away normally, but then again they are slow and easy to avoid anyway
AbsorbWaterform makes you temporarily invulnerable
increases time
add *life drain effect
you're not able to pass freely by large enemies, so despite being invulnerable, you have to navigate around the large enemy anyway
fast enemies can't hit-and-run or do anything to you, and when they try, they just end up helping you (when you have life drain)
invulnerable to absorb enemies and reasonably passable, but they are not life-drained
Momentum + SizeStasis field around player causes enemies to freeze
x2 Momentum lets player lob the ability like a fire bomb, which creates the area of effect upon landing
x2 Size increases the stasis radius
charge up time allows faster enemies to escape the radius most of the time
big enemies can't absorb or dodge this effectabsorptive enemies absorb half of the effect, making them freeze less
Momentum + AbsorbBubble is lobbed at an enemy, and when it lands, the enemy is enveloped in the bubble and floats some distance away
x2 Momentum makes the bubble float farther away
x2 Absorb increases the size of enemy that can be bubbled
absorb enemies just absorb or deflect this
momentum enemies are small so they stay floating for longer
size affects whether the enemy can be bubbled at all, and how long the bubble lasts
Size + Absorb*Life Drain in radius causes all enemies to contribute health (but not be hurt themselves!)
x2 Size make the radius larger
x2 Absorb increases the life drain effect
this radius attack should be strong against big enemies who can't leave the radius. This is a problem. Could be solved by swapping size and absorb.
absorb enemies give more health
fast enemies give normal health but they can quickly leave the radius also
Momentum + Absorb + SizeLife Drain from everything on screen followed by a stasis in a radius around player
N/AN/Afast enemies will give some health but jump away from the stasis field
big enemies will give health and be stuck in the stasis field
absorb will give more health, but freeze for less time

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