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Basic mechanics

The player can move along a 2D canvas: jumping, dashing, exploration and combat are implemented, and each mechanic is designed to bleed into and enhance the others, especially within Ego Break. Examples of this design framework are

  • Some attacks applying knockback to the player, allowing for interesting movement options in and out of combat (pogo, stalling in the air)

  • A dash-canceling mechanic for the player to follow up dynamically on big moves while keeping mobile

  • Hidden trinket and moveset system that rewards exploration and player expression

  • Many traversal abilities having both in combat and out of combat uses