The EMOTION system functions in a manner similar to rock-paper-scissors, with each EMOTION having both an effective and ineffective counterpart. When a character attacks, their attack may have increased or reduced damage depending on the effectiveness of their current EMOTION against the EMOTION of the attack's target(s). EMOTIONS can be inflicted on friends/foes via means of ATTACKS, SKILLS, FOLLOW-UPS, the usage of ITEMS, or scripted events.
The player should focus on deciding which emotion a character should have to gain the advantage over any foe they encounter. As noted by HERO himself, HAPPY beats ANGRY, ANGRY beats SAD, and SAD beats HAPPY! Some EMOTIONS also affect different STATS for both friends and foes, in addition to providing unique modifiers.
In addition, the EMOTIONS of defeated foes can grant bonus effects. HAPPY foes have a higher item and CLAM drop rate, while ANGRY foes will give out more EXP. SAD foes are the exception, giving reduced CLAMS and EXP.
EMOTIONS can be "stacked" up to three times, with each stack increasing the potency of the emotion's effects. For example, if a HAPPY friend/foe is affected by something which would make them HAPPY, they become ECSTATIC, and if repeated, MANIC. With these successive stages, LUCK and SPEED will be further increased, and the HIT RATE of the affected friend/foe will be further decreased. Note that most characters have some limits on emotive ability, and may face restrictions on the type and intensity of emotions they can feel. For example, only OMORI and certain bosses in HEADSPACE are able to feel 3rd-level emotions (MANIC, MISERABLE, FURIOUS), while other friends/foes are limited to 1st-level or 2nd-level emotions.
Different EMOTIONS usually apply unique visual effects while also changing the appearance of friends/foes affected.
LIST OF EMOTIONS
NEUTRAL does not affect gameplay in any way; all stats of a NEUTRAL friend/foe are as normal, and all attacks against NEUTRAL characters do normal damage and have no special effects.
A HAPPY friend/foe has increased LUCK and SPEED, but a lowered HIT RATE.
In addition to visual alterations, HAPPY is usually indicated by a yellow-magenta gradient background for friends, and a yellow aura for foes.
When a friend/foe is even more HAPPY, they become ECSTATIC, and subsequently MANIC.
HAPPY foes have a higher chance of dropping items after battle. They also reward 50% more CLAMS than NEUTRAL foes.
|Hit Rate*||Luck||Speed||vs. Angry**||vs. Sad**|
*Hit rate is subtractive, the rest is multiplicative.
**Referred to as Element Rate in RPG Maker MV, which defines damage taken by referred state.
A SAD friend/foe will have increased DEFENSE, but decreased SPEED. Part of the damage that would be dealt to HEART is dealt to JUICE instead.
In addition to visual alterations, SAD is usually indicated by a blue-turquoise gradient background for friends, and a blue aura for foes.
When a friend/foe is even more SAD, they become DEPRESSED, and subsequently MISERABLE.
SAD foes reward 25% less EXPERIENCE and 20% less CLAMS than NEUTRAL foes.
|Defense||Speed||Damage Converted to Juice||vs. Happy**||vs. Angry**|
An ANGRY friend/foe will have increased ATTACK, but decreased DEFENSE. This is effective against those who are SAD but weak against those who are HAPPY.
In addition to visual alterations, ANGRY is usually indicated by an orange-red gradient background for friends, and a red aura for foes.
When a friend/foe is even more ANGRY, they become ENRAGED, and subsequently FURIOUS.
ANGRY foes reward 66% more EXPERIENCE than NEUTRAL foes.
|Damage||Defense||vs. Sad**||vs. Happy**|
An AFRAID friend cannot perform FOLLOW-UPS or use skills other than GUARD and CALM DOWN. AFRAID also increases damage received by 1.5 times**.
In addition to (sometimes drastic) visual alterations, AFRAID is usually indicated as a gray-black gradient background.
This EMOTION is usually reserved for special plot-related battles (SOMETHING variants, ANGI, ABBI, BASIL, STRANGER, and OMORI), though it can also be inflicted by the regular enemies CREEPYPASTA and HUSHPUPPY. Additionally, in any battles with spider enemies, HERO will start AFRAID by default.
- The emotion chart foreshadows how the main group coped with MARI's death in the REAL WORLD:
- SUNNY became deeply traumatized to the point of being incapable of fully expressing his emotions as the event led him to spend four years alone as a reclusive hikikomori.
- AUBREY developed feelings of anger towards her old friends as she thought they had abandoned her and moved on too quickly from MARI's death. This led her to become a violent, short-tempered delinquent in the present.
- KEL still retained his happy, optimistic demeanor by making new friends playing sports and trying to find happiness in others.
- HERO went into a long state of depression for a year, shutting himself away and being unable to do anything until KEL managed to help him get his life back on track.
- BASIL became a nervous wreck, and even more so in Sunny's presence, terrified that the truth of Mari's death would somehow resurface.
- OMORI is the only playable character with 3-stage emotions (MANIC, MISERABLE, and FURIOUS), as the other party members only have 2-stage emotions. This is shared with some of the HEADSPACE bosses such as SPACE EX-BOYFRIEND, SWEETHEART, and UNBREAD TWINS.
- OMORI was originally intended to have an AFRAID emotion but this was scrapped most likely due to the former being incapable of fully expressing fear.
- This was given to SUNNY instead. However, the demo's coding still contains data of OMORI's AFRAID emotion.
- In the game's data, there is an unused second-stage variant for the AFRAID emotion called PANIC, meaning that STRESSED OUT is the third-stage variant of the AFRAID emotion. It has no graphics associated with it and does not have any element rates set, meaning that incoming damage will not be increased like AFRAID. However, it still will stop you from using skills. Its categories are EMOTION and PANIC, as you would expect. Strangely though, STRESSED OUT is also under the PANIC category.
- From version 1.0.7 of the game and onwards, if HERO has an emotional advantage over another character, his healing (for both HEART and JUICE) becomes more effective.