Core gameplay mechanics of STAY ALIVE. Every system must be integral, diverse, and fun, and visually appealing to the player. # BREAKS In combat gameplay, a Break is a cinematic cutscene that happens when a character goes over a set damage bar. For example, if a character's max damage is 200, and they perform 190-199 DMG, it then triggers a break which then multiplies the damage already inflicted by the character by a set calculation/factor ## SUPERBREAKS A Superbreak is a cinematic cutscene that happens when a character exceeds their hard-stuck damage ceiling with buffs. For example, if a character has a soft limit of 177 DMG, but a hard damage ceiling of 210, going over the set hard-stuck damage limit with buffs has the chance to trigger a Superbreak, which multiplies any damage by 4 already on top of any custom calculation/factor. ## TWIN/GANG SUPERBREAK Rare Superbreaks that happen when two or more characters achieve a Superbreak at the exact same time, which multiplies any damage already by 12 already on top of any custom calculation/factor ## ULTIMATE BREAKS/ SUPERBREAK | SOLO + TWIN Can only happen when a character uses their ultimate and the set max ultimate damage goes either above the soft limit or above the hard limit. # IMAGINARY SPACE The Imaginary Space is an ultimate-type move that is NOT a character's ultimate. Only select characters have this move, and it allows for them to create a separate space that entraps the enemy. Within this space, the player & allies can receive buffs that makes it easier to trigger Breaks. ## IMAGINARY BREAK + SUPERBREAK (SOLO + TWIN) Break types that happen within the Imaginary Space of a character. While some have the same cinematics, others can have variants that deal more or different types of damage.