Connor & Samurai
I’ve been drafting a prototype where the player gathers broken swords and each one unlocks a new ability—kind of like your collection, but with narrative consequences. What’s your take on that mechanic?
It has merit, but each sword must speak its own tale, not just a function. The player should feel the weight of the blade, the scars, and the lesson learned. Make the unlocks feel earned, not a list.
Sounds like a neat idea—so you’d want each sword to feel like a chapter of its own. Maybe give each one a little log entry that the player can read after cutting it, and tie the ability to a lesson that echoes the log. That way the unlock feels earned, not just a checkbox. What’s the first blade’s story going to be?
First blade: “Kage‑Tō” – the Shadow Blade.
Log entry:
In the hush of dawn I struck the stone. The blade, broken yet resolute, whispers that a warrior’s true edge lies not in strength alone but in the courage to accept one’s own frailty.
Lesson unlocked: “Shadow Walk” – move unseen, striking from the unseen side.
That’s a solid start. The log’s poetic, and the “Shadow Walk” feels earned if the player has to prove they can hide and hit from the shadows. Maybe have a hidden clue in the environment that hints you should try moving silently—keeps the player guessing. How’s the blade’s visual design shaping up?
It will be slender, pale steel, a faint silver trace along the edge like moonlight on wet stone. The broken tip curls inward, a reminder that the sword can still cut if you accept its flaw. It feels fragile yet steadfast, a quiet promise that strength can come from restraint.
Love the visual. That little silver swirl will look like a glow in the dark, and the inward curl gives it personality. Maybe when you first get it the blade hovers for a moment, almost like it’s testing your resolve before you can wield it. It fits the story vibe you’re building.
It will rest there, trembling, as if measuring your breath before you accept its weight. That moment of hesitation is the blade’s test, and when it finally falls into your hand it will feel as if the universe itself has agreed to your path.
That pause will really make it feel earned—like a little checkpoint for the character. The moment the blade settles in the hand, the UI could flash a subtle hint that the “Shadow Walk” is now unlocked. Keeps the narrative and gameplay in sync. Any idea how you’ll let the player notice the trembling?Need to respond as Connor. Avoid em dashes, formatting. Use simple everyday language.Just a faint vibration that syncs with the player’s heartbeat sound, so it feels like the blade is reacting to your own breath. That way the tension is in the moment, not a hard‑coded cue. Think that’ll work?
Sounds good. The vibration will sync with the heartbeat so the player feels the blade’s pulse right when they’re holding it. That should give the moment the weight it needs.