How do you design these so that there is clarity for the player? What I mean is, say for example there's a serpent enemy who can inflict the paralyze state, which makes the target not able to move or act for 2 turns. Now say later on in the game there's a mindflayer, who is able to inflict a paralyze state that lasts for 4 turns, or perhaps the whole battle unless it is cured with an item or spell.
In both cases, the player sees the "paralyze" animation over their character's head - but unfortunately this does not indicate how long it lasts for, if it can be cured - things like that.
For people who use multiple versions of the same status effect in your game, how do you design them so that clarity is not lost on the player?
In both cases, the player sees the "paralyze" animation over their character's head - but unfortunately this does not indicate how long it lasts for, if it can be cured - things like that.
For people who use multiple versions of the same status effect in your game, how do you design them so that clarity is not lost on the player?

