Devlog #008 - Moodlets System
Hey Runners! đź‘‹
Hope you guys are doing well.
In the last post, we celebrated an unbelievable milestone together! With release day approaching, we are shifting gears back to gameplay mechanics to show you a little about our Moodlets!

Are you new around here? Don’t worry, quick recap: In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.

👉 Join here: [[Funnel Runners Discord]](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.com%2Finvite%2FpZQ6nZJS5E)
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What are Moodlets?
Moodlets are our way of instantly communicating your character's current state, these icons will let you know exactly what is affecting your runner at any given second.
Moodlets can be positive or negative, temporary or timeless:
- Temporary Moodlets: Features a sliding edge that acts as a visual timer, vanishing once the duration ends.
- Timeless Moodlets: Remains active until you resolve whatever is causing it (like healing up or dropping a heavy item).

A Quick Sneak Peek at the List
We have a massive matrix of elements that can trigger these states, ranging from consumables, changing weather patterns, traps, or actions caused by your fellow teammates. Here are the ones you'll encounter upon release:
Negative States & Debuffs:
- Injured: Triggers when health drops below 70%. It reduces your movement velocity and won't go away until you heal above the threshold.
- Very Injured: The evolution of Injured. Triggers when health drops below 30%, heavily reducing your velocity until you manage to heal up.
- Heavy Load: Active while carrying a big or heavy object, reducing your movement velocity until you drop it.
- Electrified: Triggered when you get zapped by lightning, a defibrillator, or live wire. Deals damage per second while active.
- Drenched: Triggered by standing unprotected in the rain too long. It reduces your velocity and increases electricity-related damage; it won't go away until you find cover.
- Burning: Triggers when you take damage over time from fire, decreasing your health per second (duration depends on the source).
- Acid/Hail Warning: Triggers when you are in direct contact with either acid or hail storms, which can damage you without protection.
Positive Buffs & Recovery:
- Bandaged: Active while using bandages, healing you by a specific amount over the item's duration.
- Medicated: Active when using a medical box or consuming pills, healing you by the amount specified by the item.
- Full: Triggers when eating food-related items, healing you over time.
- Energy Frenzy: Triggered by consuming energy drinks, increasing your movement velocity for the item's duration.
Tactical & Cover States:
- Solid Stance: Enabled while crouching, making your character heavier and much more secure against being swept away by high winds.
- Umbrella Cover: Active while holding an umbrella out or standing close to a teammate who is. It makes you completely unaffected by rain, acid rain, and hail.
- Fireproof: Enabled while wearing the firefighter skin, reduces fire damage.
- Lightning Protection: Active while holding a portable conductor during a thunderstorm. It protects you and close by teammates from being hit by a lightning bolt!
Managing your status will be the difference between a successful escape and getting swallowed by the EF5. So keep an eye out for the signals we give you!
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Before I go **... ** quick question for you guys:
Is there anything you would like to know more about in the game? Since we are so close to the big day?
If you’re enjoying the progress so far, wishlisting helps a LOT.
See you in the next one! 🙏🌪️
