SPITE Breakdowns
Player Kit Design
Aggressive Defense: By focusing purely on melee oriented combat, I could tune the players kit around incentivizing their aggression, making sure there was never a dull moment
Limited Move Set: Limited move sets provide an excellent base for players, allowing them to fully master the systems of the game, and encouraging experimentation within those systems
Skill Expression: Providing players with multiple defensive options, allows players to express themselves and tackle the encounter however they see fit
Healing Systems: Tying the healing systems directly to performing successful parries incentivizes skilled play and rewards players for taking the riskier option, and succeeding
Enemy Kit Design
Varied move set: Multiple moves with similar tells, as well as randomly selected attacks reward player knowledge and punish inobservance or stale play
Ranged and melee Options: Ranged Options ensure the player is still engaged with the fight if they decide to run away, and pushes them towards a more dynamic playstyle and more tense decision making
Multiple Phases: Multiple phases provide both a reward for players persistence, as well as a change in pace, keeping the fight entertaining
Simple implementation: The relatively simplistic implementation is a boon both on a development and performance side, but also limits points of friction for players by not introducing obtuse, one off mechanics
Game Feel
Animations: Satisfying attack animations, paired with over the top hit reactions provide feedback to players attacking at the right times. It also rewards players with a small stun, and a feeling of accomplishment
Visual Effects: Visual effects make decisive moves, like parries and attacks, seem important and exemplary
Sound Design: Grunts, metal clangs, and vocalizations provide both necessary information to players about incoming aggression, and reward them for skilled play
Blend States: Blend states allow for fluid animations, improving how readable, "realistic", and dynamic combat is