Mechanics
Abstract layer: combat rhythm, loop, and boss design ideas.
Demo
Version: Hands-on demosBlock, Parry, and Dodge
The core defensive triangle: hold block for accessibility, time parries and dodges for stronger counters.
Demo
Version: Hands-on demosCombat Rhythm (Abstract)
Discusses rhythm and risk/reward without tying to unconfirmed system names.
Demo
Version: Hands-on demoProgression Without XP
Hands-on coverage says growth comes from weapons, upgrades, and gauge items rather than XP levels.
Demo
Version: Hands-on demoSha-Chi and Ghoststep
Previewed combat resources and counter movement: blue Brutal attacks punish blocking, red Killer attacks demand evasion.