What do you guys think of these ideas? I have already shared these ideas with Starvy(the Creator of this game), and I am wondering about your opinions as well.
About the ideas and rules of the gameplay:
1)In case of losing the fight against the victim: If the victim succeeds in escaping from the killer(player), the victim will get the upper hand and will try to kill the killer(player) this time with the same moves as the killer(player) has. If the victim also fails to kill the killer(player) and the killer(player) escapes, this time killer(player) will get the upper hand again, and will try to kill the victim once more. This will go on until one of them is dead. (This idea may not be for those who enjoy only one-sided domination, but I thought that losing domination over messing up killing the victim might be more exciting since you also have a chance to die if you mess up the QTE which I will explain in the next paragraph.)
2)Adding the Quick Time Actions(QTEs): For instance, if the victim uses a head-scissor, a "space" button will appear, and we need to quickly press it over and over again before our energy bar depletes. Or we get caught in a facesitting move and this time there will be a different button appear on our screen like: "W", "S", "D", and "A". And we need to press the right button again to escape. If we mess up by pressing the wrong button, then the victim will apply more pressure with their ass and we take more damage to our energy bar hp bar, or that orange bar which is our bone structure bar. The same thing goes for the killer(player) which also need some QTEs while applying a certain move to kill the victim.
3)We should be able to play as the victim too
4)Adding difficulty settings for the game:
Easy:
All the attacks will have 50% less damage to the energy and HP bar than they had originally.
The neck-snapping move won't kill the victim in an instant, instead, it will reduce the bone structure bar(orange bar) by 50%.
Normal:
All the attacks have standard damage to the energy and HP bar as they should.
The neck-snapping move might be deadly.
Hard:
All the attacks will have 50% more damage to the energy and HP bar than they had originally.
The neck-snapping move will be deadly no matter what!
Deadly Assassin:
All the attacks will have 100% more damage to the energy and HP bar than they had originally.
The neck-snapping move will be deadly no matter what!
Lastly, Quick Time Actions will have less time gap so this difficulty setting for those who have light speed reflexes!