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Status-effect visuals

Status: planning. The owner reports crowd control feels fixed and wants clearer effects.

Goal

Make it easy to tell when an enemy or player is stunned, slowed by freeze, poisoned, or burning without hiding combat.

First proposal

  • Stun: a small, distinct symbol above the affected character while movement is stopped.
  • Freeze slowdown: a brief icy flash on application and a subtle effect while the slowdown remains. Do not imply a complete freeze if the effect only slows movement.
  • Poison and burn: small, different shapes or particles, with a brief pulse when damage happens. These are damage effects; poison also affects movement in the current code.
  • Overlap: show more than one effect without relying on color alone. Keep effects readable around groups and bosses.

Plan

  1. Review existing sprites and effects with the owner before choosing the look. Reuse them where practical.
  2. Build one small sample for the test enemy and get feedback before applying a style to every effect.
  3. Connect each visual to the real status and duration. Clear visuals on expiry, death, reuse from the object pool, and scene changes.
  4. Check overlapping effects and performance with groups of test enemies. The owner and selected testers assess clarity in normal play.

See crowd control. No new effect art or changes to effect strength are approved by this plan.