Game Mechanics

Basic Game mechanics of the STICK Franchise.

Damage
Damages in the STICK Franchise are very basic, they are the same as 3D Run N Gun games.

Fall damage will occur if the player falls from 20 feet or above, and damage increases with height. Sheilding does not prevent fall damage, but can be avioded by Double Jumping at the last minute. Fall damage is not present in STICK 2D, though.

Explosions can deal splash damage to both enemies and player. Direct hits will deal maximum damage while indirects will propel players and infantries.

Damages in STICK 2D are dependent on the weapon used by the player, example: the default Pistol and Machine Gun deals minimum damage while Rocket Launcher and Shotgun does high damage. Explosives produce splash damages on infantries.

Damages in STICK Tactics uses the same mechanics as any RPG games. As such, the actual damage dealt can fluctuate between a value of 1 to 200 depending on the character's strength and accuracy rating. Damages dealt are calculated as follows:

[(Attacker's Strength/ 2) + (Attacker's Accuracy/ 2) - (Target's Defense)] X 20% = Damage dealt.

Damages are halved if the target is Defending.

Movements
Jumping is neccesary to reach higher platforms or to dodge attacks. The player can jump approximately 10 feet normally. Super Jump heights are not put into consideration, as the player is able to reach the targeted platform REGARDLESS of distance.

Swimming is the main form of movement while underwater. The player presses the Jump button to swim up, and presses the Sneak button to swim down. In STICK 2D, only the movement buttons are used in Swimming.

Flying is the same as swimming, except that the speed is double.