Mechanics (Design)

This article will cover the design specifications of the mechanics implemented in Crystal Castles. To view the technical specifications of these mechanics, refer to Mechanics(Technical).

Movement
Players will have the freedom to move with the left analog stick around the screen at a fixed speed. Each character will have slightly varied movement and turn speed. The goal is to feel fluid and appropriate for each character, balanced with their other abilities, strengths, and weaknesses.

Aiming
Using the right analog stick will control the character’s rotation in order to allow them to aim projectiles and special abilities. The rotation speed will vary slightly depending on the character and how often they attack, as well as how much damage their attacks do.

Regular Attack
Every character will have a regular projectile attack on a set cooldown, with varying damage, projectile speed, and rate of fire. Factors such as move speed and special ability will impact these projectile attributes. It is activated using the right trigger.

Charged Attack
The player can hold the shoot (right trigger) button for a fixed amount of time to unleash a more powerful attack, on a cooldown. Each character will have a different ability that compliments their intended play style/ability set.

Special Ability
Every character will have a unique special ability that is activated with the B button, but must be built up by defeating enemies. To see specific abilities for each character, view the Playable Characters page.

Combo Ability
If more than 1 player uses their special ability in unison, they will create a powerful combo ability, and every characters special will interact in a unique way. View the combo abilities page for a full list.

Resurrect
Players can channel a resurrect ability if one of their teammates is downed. This choice was made to encourage team work and cause the player to make critical decisions of whether or not they have time to revive an ally.

Respawn
If a player dies, they will eventually be respawned after a set amount of time or after a set sublevel of the game has been completed. This feature was implemented to maintain game balance for players that may not be as skilled or experienced to give them a chance. It also prevents frustration from dying early and being unable to play with your team.