Grounded
Health was a bar that went down until the bat died. I never liked it. A bar that goes down is about the most boring sentence a game can say, and “the bat has hit points” was never what this one was about. So I pulled it out and replaced it with stability.
Stability is the bat’s grip on controlled flight. Same underlying number, completely different meaning. It drops when a soldier’s shot lands, it drops when the heart rate redlines (the overexertion from last week spends stability now instead of health), and it drops from the new thing: flying into walls. The bat reads the world in echolocation pulses. It never made sense that it could rake itself along a brick wall at full tilt and pay nothing. Now it pays.
The part that matters is what happens at the bottom. Stability hitting zero doesn’t kill you. It grounds you. Bats can’t take off from a standing start, they fall out of height into flight, so a downed bat is genuinely stuck. It crawls. Slowly. It can’t bite. It is a small panicked animal on the floor of a town full of people who would very much like a word about the biting.
To get back up you find a wall and climb it, and at a certain height the bat drops off into flight the way it’s meant to. I only have a ground-walk animation right now, so for the moment the bat “climbs” by latching flat to the wall and walking up it, belly to the brick. It looks better than it has any right to and worse than I’d like. A real climb animation is future-me’s problem.
What actually ends you now is getting caught while you’re down there. That’s the entire reason for the change. Zero stability isn’t death, it’s the moment you become catchable, and the military are the ones who collect. Being grounded stopped being a number running out. It’s a soldier walking toward you while you drag yourself at a wall you might not reach in time.
I leaned hard on the heart-rate monitor from last entry to sell it. The instant the bat goes down, the pulse slams to 200 and pins there, the pencil outlines get the full panic shake, and the badge stops reading CRITICAL and starts flashing DOWNED in red. Pure adrenaline. You don’t read your situation off a meter, you feel the bat’s body go into overdrive because it knows it’s in trouble.
Collisions got a tuning pass too. The first version was binary: clip a wall and you were either fine or instantly on the floor, nothing in between, which felt random. Now it scales. A slow brush costs a sliver, a solid knock costs a real chunk, and only a full-speed slam or a sprint straight into a wall drops you all the way down. Threading a tight gap is its own small skill now instead of a coin flip.
Playtest. I got caught. I was crossing a lit street, took a shot I had no business not dodging, stability gave out, and the bat hit the pavement. I aimed it at the nearest wall and started crawling, heart rate screaming, DOWNED blinking in the corner, and a soldier reached me before I got there. The screen did its thing. I sat there a second. It felt like getting mugged on my own porch, which is exactly what I wanted out of being grounded.
Still loose. The catch needs a little more wiring before the full loop runs without me hovering over the editor, the climb is borrowing an animation that was never built for it, and Live Coding and I are back to our usual arrangement where I touch one reflected property and it asks me to restart the whole editor. It works, I’m grateful it exists, I would like to be done waiting for it.