Spooky Scary Fantendo Showcase 2016/Presentations/Plasma Productions

Hello folks, this is none other than your showcase host Plazzap. I have a few games to show off here but nothing flashy, enjoy nevertheless.
Sadly, all the images and sketches for this presentaion are still on out old computer..which is being fixed, so the presentation will look boring but hopefully I can get my ideas across either way.
==Trick or Treat==
First to start off the halloween spirit, we have the fittingly titled Trick or Treat, where of course will be featue many of the common spooky tropes you'd expect with my own personal pinch of Touhou and Undertale, yes this is a bullet hell RPG.
I present to you, the only image in this presentation!
In ToT you play as the young magical girl Charlotte, who is a member of the Luna Academy; an institution that keeps the magic keeping the world together safe so nothing bad happens. The only thing is, Charlotte isn't exactly a witch, as opposed to witches she isn't made of magic and is simply a human girl taking the guise of a witch, rendering her incapable of using any magic no matter how hard she tries!
Upon Witches' Night however, the horrible happens; the very magic essence that glues the world together begins to disappear throwing everything completely off balance! Witches themselves being made of magic begin to fade away as well, all save for Charlotte of course who is determined to investigate the incident and return the magic, all with the guidance of Headmaster Luna who helps Charlotte along the way "Palutena style".
Naturally Charlotte can't really be considered the most potent magician, but she gets by just fine by using "magic tricks", stating that her "true magic" is to be saved for later. This translates in battle with Charlotte dealing damage using items only which are known as Treats ingame for their candy theming. Up to four Treats can be used per turn for whatever sort of cool attack combos you can imagine. There are many MANY Treats in the game but to name a few...
*Sugar Spell - Deals focused damage to a single enemy
*Cherry Bomb - Deals unfocused damage to all enemies.
*Bubble Gun - Basically turns the game into Touhou and allows you to shoot a barrage of bullets while enemies are attacking.
*Frost Cane - A candy cane wand that freezes an enemy, preventing them from attacking for 1-3 turns
*Shadow Twist - A black liquiroce that poisons an enemy, dealing 1/8 damage to them per turn and upon using Trick the enemy will lose HP faster.
*Fire Stick - A cinnamon stick, inflicts burn which speeds up the enemy's bullet attacks for a limited time but it does deal high damage.
*Rock Candy - Creates a barrier around Charlotte that resists 3 attacks.
*Rocket Cola- Acts as a missle essensily, deals heavy damage to one opponent and splash damage to nearby ones.
*Eastern Egg - An egg that works like a matryoshka doll, has 3 uses and gets smaller and more powerful with each use.
*Party Bag - Takes a turn to use but on the next turn random Treat items will appear in the inventory.
*Mushmallow - A mushroom-like candy that makes Charlotte small, thus decreasing her hitbox and allowing her to dodge bullets easier.
Sorta like Undetale, inbetween your turns you will be fly around dodging enemy bullets via Charlotte's broom, unlike Undertale however you will be dodging them in a 3D enviroment, sorta like Star Fox. Every enemy has their own unique bullet patterns and designs, so again here's to name a few...
*'Crystalwing - Bats with crystal wings, shoot crystals all over the place unaimed at charlotte.
*Jackpot - An enemy that drops alot of random treats upon defeat, but is known to run away midbattle. Using a Trick prevents him from running as well as anyone from running, but doing this forces Charlotte to dodge Jackpot's dangerous bullets.
*Scuttle - A spider theif with detachable hands and holding a theif sack made of spiderwebs. Fires off detachable hands that steal items if they hit you.
*Cat Sith - Shoots bullets of bad luck, touching one diminishes Charlotte's next turn and thus extends the enemy turn.
Of course Charlotte isn't completely defenseless without Treats, nobody knows how she does it but Charlotte can use an elusive technique called Trick. Basically it prevents Charlotte from taking any more turns during the battle and instead enemies will continuously attack, but at the same time enemies gradually take "poison" damage as Charlotte survives their barrages, if you can dodge long enough then all enemies will be defeated! This Technique can be used as a "Last Resort" or a way to defeat enemies without using your precious treats, but make sure you know what you're up against before taking the latter.
==Afterlife==
Afterlife kinda began as a forum game, but as the personal leader of the forum i never really got to create any unique characters myself and other than the planned story, i couldn't really think of anything cool to put in the Afterlife, naturally this led to loss of inspiration, for the RP at least...
After discussing in chat unique smash bros playstles that would be hard to tack onto existing video game characters, I sorta just wanted to just make my own smash game strictly consisting of OC's, so I thought why not give Afterlife an "afterlife", and turn it into a smash-esque game to revive it.
Pyrostar who was also in on that conversation has created a cool personal Smash-sucssessor of his own; Re:Surge, you should go check it out here:
Moving on, Afterlife is about the Souls that inhabit the underworld, which is a ghoulish land where the dead reside and as you can expect is in every way inferior to the life before.
All hope seems lost as the souls are subjected to live in eternal gloom, but then out of nowhere a spark of hope; a chance of returning to the life before is offered! This can only lead to a grand ghoulish fight however when it turns out only one soul is allowed to return, thus kicking off the events of the game.
As for the gameplay, the fundemental knockback based K.O's and unique platforming stages are a given, but there are of course some changes to personalize it. For one, dodging doesn't actually dodge attacks but rather is more of a Dash technique, this doesn't make your hitbox nonexistant but using it allows you to approach and move out of the way from attacks, the only way to do an "airdodge" whould be to dodge in the air without inputting a direction, activating a "brawl and on" styled dodge that doesn't leave you completely helpless. Sheilding on the other hand is replaced with the Parry technique, it basically is infact a counter but landing it leaves the opponent in a minor stun, leaving you free to counter with a quick attack or do whatever else you please, either what you do with this window of time is dependent on your character and their playstyle. These changes make for a more intense more offensive game that rewards split second reactions and punishes as opposed to defensive stalling.
Also wavedashing wont be a thing, you can still dash to the ground but theres too much lag upon landing to do this over and over again consistently. Apologies to hardcore melee fans but I'm just not a fan of wavedashing in general, for reasons I don't want to rant about here.
Now that we got the basics out of the way, it's time for the defining mechanic; the Afterlife Gauge, which was the result of me transitioning Touhou 13's Spirit Gauge mechanic into a fighting game. On the surface, the gauge fills up as the player attacks or is attacked, it fills up faster when the former is done though. You can spend the gauge on powerful moves, and at full charge you can unleash a Soul move that is basically the equivalent to a final smash, but more interestingly is what happens when you die. This is when the "Afterlife" aspect ties into the gameplay; should any amount of the gauge be left unused upon death, before they die the player will assume a more ghostlike forme that buffs their stats in character dependent ways and allows them to get back at the opponent before they lose a stock or die for good. However, there is one catch to this Afterlife phase; the gauge will slowly drain while it's active, so basically it only lasts as long as the gauge still has substance left, when it runs out you die. This gives you a choice, will you use powerful moves in attempt to defeat your opponent, or will you save the gauge for the Afterlife to extend your time? Either way it all depends on your cunning mind and strategies.
As for characters, I haven't quite developed them yet beyond standard character concepts, expect some character spotlights tomarrow though.
Category:Spooky Scary Fantendo Showcase
Category:Showcases
Category:Spooky Scary Fantendo Showcase 2016