@PurgeTheXeno That sounds interesting, but I’m definitely planning to support mouse and keyboard properly too.
I’ve been designing the game with keyboard and mouse in mind from the start.
As a side note, that’s actually why the controller D-pad currently isn’t assigned to anything.
There was a small translation mistake in the video.
The correct explanation is: the gauge fills when the player deflects an attack, takes damage, or lands an attack.
When the enemy interrupts the player’s offense and retaliates, the player won’t take damage if they respond correctly.
Depending on the attack, that response can be a hold-button parry, a timed parry, a counter, or even a special heavy attack that dodges while attacking.
The game is meant to be a “Sekiro-lite” experience, so the defense system is simpler: a light parry handled by holding the button, and a heavier parry that requires timed input.
The retaliation is not unavoidable damage — it’s something the player can answer.
@Naichism@unchosenbymana Yes, basically.
It’s similar to a revenge value system, but if the player responds correctly, they won’t take damage from the retaliation.
@Viridianhour Yes, basically.
It’s similar to a revenge value system, but if the player responds correctly, they won’t take damage from the retaliation.
Thanks, I wasn’t familiar with KH2’s revenge value system, so I looked into it a bit.
The idea of offense and defense clearly shifting back and forth is definitely appealing. I was originally thinking of a system where that shift happens after deflecting a certain number of attacks, especially light attacks, but your comment also made me think it could be interesting if taking hits contributes to that buildup as well.
Either way, I do want to avoid enemies simply taking damage forever without meaningfully pushing back, so that part is something I’m still exploring.
Thanks for the suggestion. I agree with that general idea.
That kind of interaction is already partly in the system. If you throw out a heavy attack carelessly, it can already be parried and punished.
I’m also working on another system where repeated light-attack parries can clearly shift the offense and defense.
If you keep deflecting light attacks, you can interrupt the enemy’s offense and create a chance to attack back — though it won’t lead to as strong a punish as parrying a heavy attack.
And if the enemy triggers that system first, it doesn’t mean the player is guaranteed to get hit — with the fastest possible defense, you should still be able to protect yourself.
I want this to work for both the player and the enemy, and that thin gauge on the left side of the screen is part of the setup for it.
It’s not meant to be a strictly turn-based exchange.
For newer players, the basic flow will probably be to defend properly, wait for a clear opening, and then counterattack. That will likely be the safest approach even for skilled players on a first run.
But as you get used to the enemy, you start to notice earlier openings — like moments where you can insert a heavy attack before the enemy’s sequence fully develops, or even take the initiative right as a light attack begins.
As shown in my earlier clips, when the gauge at the bottom right is white, the enemy can’t respond properly, so that gives you a safer chance to interrupt.
How much of that opportunity you have depends on the enemy and the current situation. If the player has already spent that resource aggressively, then it may not be available as a safe way to interrupt.
So the goal isn’t “you must defend the entire combo before you’re allowed to act.” I want there to be real room for interrupts and taking back momentum — but if you attack carelessly, you can still get stopped, parried, and punished in return.
@vankil_ It’s a mix of both.
Most of the attack trails are hand-placed, while the others are generally procedural.
Setting the attack effects by hand makes it easier to fine-tune the hitboxes.