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Post news RSS Fragment’s Moonrise | #38 Damage, Resistance, Status Effects, Auras, and Elements, Part 5

An additional look into more variables for our Status Effects. (Part 5)

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Welcome to our thirty-eighth blog post!

Before we begin, we would like to announce we’ll be working on launching a Kickstarter campaign soon, so please look forward to it!

In our last post, we began to go over various variables for our Status Effects, and what they do. And in this one, we intend on going over a few more.


Movement speed alterations can be quite interesting to develop around. Inherently, its most logical to slow a foe’s movement speed (either the enemy doing it to the player, or the other way around). Its also fairly logical to have some speed-increasing aspects, such as the Apprentice of Sound’s Haste aura. However, in some areas, we can add some uniqueness. Given this game’s design is built around dodging, we can, for example, feature bosses that have auras that increase the movement speed of everything nearby, yielding quite an interesting fight.


Disabling attack is one of those most pivotal and powerful Abilities in the game. Almost outright necessary for slaying specific bosses, but also quite terrifying when used on the player. Half the game is about casting spells, while the other is about movement. If you can’t attack, you can’t do anything. No healing, no damaging; you can only rely on your movement and dodging abilities while your Units are unable to attack.

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Dodging is pivotal, and in some instances, necessary for survival. This includes both the player, and the enemy. Being able to disable movement, and thus ensure all your attacks will hit, can be devastating. And, in some areas, you need to be able to disable a foe’s movement just to be able to hit them to begin with.


At the core of the fight, there’s damaging your opponent. But, what if that were to be disabled? Disabling a Unit’s ability to receive incoming damage can be lifesaving in the player’s hands, or detrimental if the enemy gets a hold of it. Invincibility is not something to be taken lightly- it essentially means the Unit is impervious, and thus all you can do is flee helplessly, waiting for the invincibility to finally ware off and the fight can return.


Healing is a critical role in combat, and in some areas where the damage is so rapid and so great, its fully necessary. Disabling healing can end that, making un-killable foes now killable. Or, it can induce a panic in the player, as damaged Units cannot get the healing they need in order to survive.


Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future!

If you’re brand new, consider checking out our trailer and overall description of the game here.

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