
Fix weak combat impact and unite the demo's core systems under one clear game direction.
Reworked 3C and weapon feedback, enemy behavior rules, Combat Director, progression, and the companion's systemic role.
Complaints about weak impact stopped recurring. Median playtime exceeded 36 minutes.
Concept and positioning revision, overall game vision, 3C and weapon impact, enemy behavior, Combat Director, progression, pigeon companion, and demo structure.




Combat lacked impact and a unified direction
Players reported weak weapon impact and underwhelming enemy reactions. The project also needed clearer positioning and a connected structure for its core systems.
Iterating on 3C, feedback, and enemy behavior
Animation, audio, hit feedback, weapon personality, and enemy reactions were strengthened. Combat, exploration, progression, and the companion were aligned around one game vision.
The issue stopped recurring in feedback
After the next playtests, complaints about missing impact stopped recurring. The demo achieved stable completion and survey results.
Open full diagram ↗The system assigns enemies across three tactical rings based on role, weight, camera-relative position, path availability, and ally density.
- limits the number of active attackers;
- assigns roles and positions using weighted rules;
- recalculates positions as the camera moves.






