





My concept of an alternative to the Rolling HP system.
Don't pay attention to the fact that the drawings are poorly executed, since I drew them in 2.5 - 3 hours, but it is with their help that I want to convey the essence of my idea.
The title screen makes it clear what I named my mechanics.
When a player takes damage, he immediately takes half the damage, but if the half damage is more than the player's current health, his health drops to a tenth of his current health.
After taking damage, balls will fall from the top of the screen one by one and you will need to catch them with your mouse or button (I will explain later).
If you don't catch him and he falls below the screen, your health will be 1 unit less.
Its speed will depend on how much health you have: the more health you have, the faster the ball will fall. My idea of their falling speed is as follows: when a player's health is critical, the ball will fall at a speed that even an ordinary person can react to it in time, while at the highest possible value (that's 160 hp), only a Formula 1 pilot will be able to catch it.
Regarding keyboard or controller controls: I decided to make it so that the player in this case must press the desired button depending on the color (although the button color corresponds to the desired color to press, they can be changed in the settings). If you press the wrong button, you lose the ability to catch them until 3 balls fall. And since the mouse is responsible for catching the balls, WASD and space are responsible for selecting an action, and shift and backspace are responsible for canceling the action.
I know that this idea is not perfect, so if you have an idea on how to balance this mechanic, you can say it in the comments.