I really like this idea, will weapons break when used to block with repeatedly?
No. There's no penalty for blocking other than the intrinsic limitations of doing so.
Weapons you pick up work like typical beat em up's. You drop them any time you get knocked down. After a couple of losses, they either break or are thrown out of reach into the screen (I hate the weird flash and vanish effect). Your default weapon is harder to drop. Hard hits, counter-hits, and specific enemy moves can do it though (think Capcom Alien vs. Predator). They never get broken, but after too many drops they can get knocked out of reach for remainder of the stage.
Depending on the character, getting disarmed can mean just a minor damage/range loss, or be a pretty serious handicap.
I'm toying with the idea that if you finish a stage with a picked up weapon you collect it permanently into your inventory, and can choose to enter subsequent stages with it acting as your primary, but I haven't decided yet.
What's your thoughts on Valis doing a back flip over a weapon and picking it up?
I remember in the 2 DnD games, the player could collect an item by sliding over it.
There's no sliding over items to collect mechanic. On the other hand, I'm not going to have dozens of tiny items strewn about like the Capcom games.
The hand spring is just Valis's back dash, and it's a trade off compared to most. It offers a couple more dodge frames than most characters, but unlike them, he can't cancel out of it until the very end, so its kind of commital.
When looking at your character, I think he would move like the guy with the Rapier or the Viper.
Absolutlely not. For starters, Valis is a top tier character operating in a high fantasy setting, compared to GOT/SOFAI being low fantasy. So unless you scaled them up or scaled him down to equvilent power levels, he would shove Oberyn up The Mountain's a** while listening to Swing Out Sister. And that's before he whipped out his spellcasting.
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Sylistically, he'd probably be closer to Arthur Dayne, but that's a generalization. I specfically made him not to comform to any trope.
Will you add a light grapple system?
Aggressor of dark kombat would be a great source of reference here.
Grappling is important, but it's not a wrestling game (which, at its core, ADOK very much is). To synergize correctly with the various other mechanics and keep a faster pace, there's no "walk and grab". Throws are executed like vs. games. Think later Street Fighters. You get close enough, enter the command. Everyone at minimum has at least two:
Light Atk + Heavy Atk = Always ends with opponent behind.
Light Atk + Heavy Atk + Forward = Always ends with opponent in front.
Almost everyone has a lot more, many have chain throws, and throws you can execute as part of attack strings. With certain exceptions, you are NOT invincible when throwing, but that's not really important unless your character has slower throws or you're going for a long throw string, when you might want to wrap it up before another enemy closes in and clocks you.
DC