Energy isn't just a resource.
It's future flexibility.
Spend energy on offense, and you may not have enough to evade.
Save too much, and you lose pressure.
Every decision carries an opportunity cost.
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🗓️Weekly highlight until demo release!
Combat is a sequence of decisions.
Attack, reposition, reload, repair, charge or dodge.
All valid options. What matters is when and why you take that action.
Every choice changes the shape of your fight.
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@DportStudios Do you mean as short as a dagger?
We have 3 kind of blades at the moment. Nungramm(video below), Splitter and Greatsword. We'd say Nungramm is a short blade.
https://t.co/dePTSYLYQb
Weapon Intro: Nungramm
A short and agile blade that pulls you towards your targets. Every strike grants you an aerial hop, and retaliation warps you directly to your enemy.
Dual-wielding is available with this weapon.
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Knowing when to dodge, retaliate, or interrupt changes combat flow.
Good timing creates openings before enemies do.
The smoother the flow becomes, the more pressure you place on the battlefield.
Timing control turns reactions into advantage.
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@triarkd None of them are in at the moment. Many weapons are waiting to be made, and it may not be exactly like claws but we plan to make something similar to it.
Not all enemies are equal threats.
Some overwhelm with damage.
Some pressure you with constant fire.
Others disrupt with high knock back.
Threat Control is about identifying what threatens you the most and removing it before it takes you out.
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Enemies are dangerous when they’re allowed to act comfortably. Action Control is about disrupting them.
Force re-aims and bad positioning with movement. Interrupt attacks with stagger.
The safest enemy is the one who never gets to execute their plan.
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Space control is not just "staying far away."
Distance control, vertical movement, and repositioning constantly disrupt enemies' targeting and attack flow.
The goal is not only to dodge attack, but also to make enemies uncomfortable fighting you.
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