Melee overhaul part 1





Been working on animations and making major changes to the melee combat!

I settled on these combo branches:
Light Heavy = back hop slash (no new animation yet)
LLH = Heavy spin slash (also the standard no combo heavy)
LLLH = dash-slash, having it behind 3 light attacks makes it feel much more balanced as a movement and iFrame option

I also removed the running light attack because I fealt it clashed with where the melee combat is headed.

Changing the things on the players end is part one of this overhaul, and I still have a few more animations to do (air attacks, backhop slash)

Part 2 will be about implementing a poise system for enemies.


The idea:

Enemies will have a hidden poise value, and when hit, they will not flinch until you reduce their poise to 0.

After they flinch, they will stay at 0 poise for a short time, allowing you to combo attack, after which they will gain super armor and start an attack. After the attack they will lose super armor, and regain full poise.

Enemies wont lose poise while they have super armor.

I'm not sure if small enemies like the slimes should poise break in one light attack or two, I think this will just require testing to see what feels better, but thats where I'm at as of now!


If you would like to compare this new overhauled melee to the old melee, you can download the 2-8-23 Windows build for a pre-patch build.

Any feedback on these changes would be greatly appreciated!

Get Project Kobold's Tale

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.