Project Downfall: Combo system part1
Sharing another feature-mechanic explanation clip from Project Downfall. This time it's the combo system and the basics around it.
https://www.youtube.com/watch?v=CeqR-Nsx4Yk
It's pretty basic: String 2 kills quick enough succession to activate the combo meter. Racking up kill before the combo gauge runs out will continuosly multiply the score of additional kills. Mix it up a notch to gain style bonuses as well, be it a headshot, environmental kill, brutality kill, nutshot...the usual;)
This will be expanded further after the Early Access release with new fun ways of disposing of the bad guys.
The final level score will also be affected by the amount of medication used (none for the clear mind bonus) and completion time and final health per stage. During Early Access leaderboards will be added, aiming to have them accessible from a PC within the players apartment and dedicated per level/difficulty.
https://www.youtube.com/watch?v=CeqR-Nsx4Yk
It's pretty basic: String 2 kills quick enough succession to activate the combo meter. Racking up kill before the combo gauge runs out will continuosly multiply the score of additional kills. Mix it up a notch to gain style bonuses as well, be it a headshot, environmental kill, brutality kill, nutshot...the usual;)
This will be expanded further after the Early Access release with new fun ways of disposing of the bad guys.
The final level score will also be affected by the amount of medication used (none for the clear mind bonus) and completion time and final health per stage. During Early Access leaderboards will be added, aiming to have them accessible from a PC within the players apartment and dedicated per level/difficulty.