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Stretch Flower Design Doc

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Aug 23rd, 2019
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  1. Stretch Flower abilities:
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  3. Mobility:
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  5. Spring Bounce; the player hunches down and their legs twist together tightly into a spring before releasing and launching the player upwards. The longer the legs twist, the higher the bounce. Max twist reached in 3 seconds.
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  7. Drill Kick; while in mid air, player twists legs into a drill shaft and points feet into a drill head and quickly fall straight downwards, arms held up and twisting around from the spinning. The player can damage enemies and break terrain upon impact, with them doing more damage upon falling from a greater height. Can be comboed into a Spring Bounce, with the height of the jump dependent on falling height of Drill Kick.
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  9. Parachute; while in mid air, the player ties hands and feet into a weight and flattens and spreads out their torso, letting them float slowly to the ground. Player can ride currents and air gusts, and can grab objects with the limb weight. Heavy objects will weigh down Parachute and make it fall faster with less control. Parachute can be comboed out of a Spring Bounce and into a Drill Kick.
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  12. Traversal:
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  14. Stretch Grapple; the player stretches their arm forward quickly, can grab small items, ledges, and poles. Can be used while hanging from ledges or swinging on poles.
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  16. Stretch Search; the player slowly extends a limb (neck, arm, both legs, or upper torso), and can guide it a great distance in any direction. Each limb has a range limit, so multiple limbs can be combined to increase distance stretched. Neck moves camera, arm can grab small items, torso can grab heavy objects, legs help with balance.
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  18. Stretch Jump; the player quickly stretches legs downward, giving them extra jump height, but not as much as a Spring Bounce. Can’t be comboed into a Drill Kick without extra height.
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  20. Flatten; the player flattens themselves, letting them slip through thin gaps and cracks. Automatically put into this state when crushed by environmental hazards and Thwomps.
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  22. Squeeze; the player narrows their body, letting them fit through small openings and tiny pipes. Can be activated upon grabbing a small pipe or opening with Stretch Grapple or Search.
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  25. Aquatic:
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  27. Mermaid Twist; the player twists their legs around and flattens out their feet into the shape of a mermaid tail, letting them swim faster and easier. Automatically put into this starts when entering deep water.
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  29. Harpoon Drill; the player twists their arms above them into a harpoon and coils their tail into a propeller, before rocketing forward and damaging enemies and terrain. Can be steered, duration of spinning related to how long tail was coiled. Maximum duration is 5 seconds. Can be quickly activated for a short burst of speed and a quick ramming attack.
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  33. Combat:
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  35. Stretch Punch; 3 hit combo. First hit: player sends slightly enlarged fist forward. Second hit: player throws other slightly enlarged fist upwards in an uppercut. Third hit: the player throws both slightly enlarged fists downwards in front of them in a slam. Charge: player makes their fist large and throws it forward. Can’t be comboed.
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  37. Stretch Kick; 2 hit combo. First hit: player stretches their leg outward and performs a wide reaching round house. Second hit: player flips forward and stretches both legs outward, performing a 3 top spin that covers a large area. Punches and kicks can be comboed together.
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  39. Stretch Grapple; when used on small enemy, the player grabs enemy, slams them around 5 times, and throws them forward. Slamming and throwing enemies damages other nearby enemies. When used on large enemy, the player pulls themselves towards the enemy and can either kick the enemy and bounce off, or wrap around them to immobilize them. Then the player lifts the enemy into the air and suplexes them, damaging any enemy under them. When used on airborne enemies and player isn’t in Parachute state, the player pulls themselves up over the enemy and spikes them, giving them extra height and air time.
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  41. Stretch Spike; while airborne and not in Parachute state, the player quickly stretches their legs downward, spiking any enemy below them. Can be comboed from Stretch Jump and Spring Bounce.
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  43. Stretch Dodge; the player stretches their torso and legs out of the way of incoming attacks.
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  45. Loosen; when grabbed or otherwise restrained, the player can loosen their body and slip out of whatever is restraining them.
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  48. Passive:
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  50. Pipe Squeeze; the player can squeeze through small pipes as a means of transportation between areas.
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  52. Spike Immunity; the player is immune to spikes and can cross spike pits.
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  54. Crushing Immunity; the player receives no damage from crushing, instead they are put into a Flattened state.
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  56. Elemental Vulnerability; the player receives more damage from elemental attacks (Fire, ice, electricity), with strong attacks causing some adverse effect. Fire: the player’s body temporarily melts, making them move slowly and are unable to jump. Ice: the player’s body becomes stiff, making them move slow and unable to stretch. Electricity: the player loses control of their powers, causing their body to stretch into a pile of noodles and making movement difficult.
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