nu-Eden: Sundered Skies
PROJECT .NE // STATUS: IN DEVELOPMENT // BUILD: 0.4.3
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//Water — Type
Water is control and sustain: slippery fields, wet status effects that alter friction, and healing/stasis motifs.
▸Attributes
| Element | Damage Type | +ve Status on Self | -ve Status on Target | Affinities | Effective Against | Resistant To |
|---|---|---|---|---|---|---|
| Water | Fluid / Pressure | Hydrated | Drenched | Fountains, rivers, rain | Fire, Ground, Rock | Plant, Electro, Ice |
▸Mechanics
- ▪Slippery Trails: Water units leave behind paths that increase ally movement speed but cause enemies to lose "Friction" (making it harder for them to stop or turn).
- ▪Drenched Conductivity: Being "Drenched" makes a target take double damage from the next "Electro" source.
- ▪Fluid Stasis: Water Triage units can encase an ally in a "Bubble" that blocks 3 hits but prevents the ally from taking any actions.
▸Design Cues
- ▪VFX: Fluid particle systems, reflective surfaces, and deep blue ripples. Shimmer shaders for water-controlled zones.
- ▪SFX: Muffled impacts, splashing, and bubbling sounds (Mirror's Edge + Celeste aquatic moments).
▸Typical Abilities (design template)
- ▪Passive — Surface Tension: standing on watery fields grants health regeneration over time.
- ▪Tactical (1) — Aqua Dash: dash forward, leaving a slippery trail that boosts ally speed.
- ▪Core (2) — Pressure Blast: fire a high-pressure jet that deals damage and knocks back enemies.
- ▪Special (3) — Bubble Guard: encase self or an ally in a protective water sphere that absorbs damage.
- ▪Ultimate (4) — Tidal Wave: a massive wave that washes over the battlefield, drenching enemies and displacing them significantly.
▸Synergies & Counters
- ▪Synergies: Electro (conductivity), Ice (freezing wet targets), Plant (extra growth).
- ▪Counters: Fire (vaporises fields), Ground (absorps water), Wind (disperses mist).
▸VFX & Audio Notes
- ▪Palette: deep blues, reflective ripples; fluid particle systems, muffled impacts and splashing SFX.