Character Kit
Problem:
The impetus for this project was to study and explore how different factors affect the game feel of combat games. As the main way the player interacts with the game, the player was our focal point for crafting our game's feel.
Goals:
Seamless Control - Central to the game feel was making the controller disappear in the hands of the player through both the actions the player's character could take and the actual buttons the player could press.
Opportunities for Mastery - Another core aspect of the game feel we were trying to craft was offering up a set of moves with enough depth to take the player on a meaningful journey of mastery and discovery as they experimented with the abilities of the character.
Power Fantasy - Parallel to providing opportunities for mastery was seeding in opportunities for the player to express power over their foes in a manner of their choosing.
Process:
To start, I got my team together to discuss our inspirations and where we wanted our game to land in relation to them. Our axis for comparison were combat assistance and number of enemies, since these were the two axis we found most combat games shared and directly influenced their difficulty.
Alongside this discussion, we sampled some of our favorite mechanics from different games to consider for inclusion in our core combat system, such as Lock On, Executions, Juggling, and Parrying.
From these two discussions, I outlined our player's basic actions, including:
4-hit light and heavy attack chains, ending in powerful finishers.
A universal dodge attack that initiates a new attack chain.
A chargeable secondary attack opener that knocks enemies down.
Dodge-canceling from any non-dodge, non-finisher attack.
A single-target, long-duration disabling special ability.
An AoE knockback special ability.
Lessons:
Avoiding Painful Traversal: As this project was solely focused on combat, I neglected to consider how slow our game would feel without standard movement options, such as sprinting or jumping. As even a game such as this needed to get players from one encounter to another quickly, these features were sorely missed by players.
Reflecting Player Intention: As we were playtesting, I kept hearing two pieces of feedback: players were frustrated by not being able to heavy attack out of dodge, and players loved the chargeable heavy. To lean into this, I made the dodge attack a light attack specific input, and added the ability to charge any secondary attack. This increase in flexibility and realignment with player expectations drastically improved the cohesion of our move set and the flow of the combat loop, and reminded me of why playtesting early and often is key.