u/Interesting_Ad_589

Image 1 — Digimon Asym UI Progress
Image 2 — Digimon Asym UI Progress

Digimon Asym UI Progress

Current progress on making my idea a reality, the Survivor UI wireframe is complete! While this is simply a rough draft and can change later I am really happy with it so far. The Health gauges are based on Kingdom Hearts UI, and I enjoyed the personality me and my friend put into some of the design choices.

Some features of the UI couldn't be included yet, as we are very early in the conceptualizing process. Clockmon, for example, will become visibly nervous when the killer is nearby, its pupil shrinking and darting around. A lot more charming than a simple round timer.

Wireframe Credit: Fate (A friend of mine)

u/Interesting_Ad_589 — 1 day ago

Digimon Asym Concept Feedback

I am not a skilled programmer at all nor am I all that talented in game design, this is more of a proof of concept of something that I enjoy and want to see what people think of it

Planned Killer Roster: Pinochimon, Mephismon, Mugendramon
Planned Survivor Roster: Koemon, Bacomon, Spadamon, Mushmon, Ludomon, Tentomon, Dracomon

Survivors need to collect Data Packets and activate terminals. By collecting a total of 30 Data Packets, they gain a 30 second window as their Champion form to whittle down the Killer's Armor Points (AP) and then their HP. Terminals function as the main win con, after completing their minigames the terminals shave 30 seconds off from a 10 minute match clock. The exit opens for the remaining 2 minutes left.

Killer's AP recovers when not in Chase/Combat, however any lost HP stays gone. Pinochimon specifically plays fast and aggressive, trying to take out their targets with big heavy attacks and having various movement options. I think their HP is a bit too low already, so It will likely be increase before I get too far with this idea.

u/Interesting_Ad_589 — 12 days ago