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Steam News28 January 20251y ago

Dev Blog 3: Enhancing the Combat Experience

Hello again, everyone! In today’s post, we’ll talk about our combat feedback system and what we did to “juice it up”. We wanted to create a combat system that feels responsive, dynamic, and rewarding.

In this update5

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Full Dark Queen of Samobor update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello again, everyone!

What changed

0 fixes5 additions2 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedWe wanted to create a combat system that feels responsive, dynamic, and rewarding. It consists of light and heavy attacks with addition of some cool abilities that add depth to the gameplay. In the coming blog posts, we’ll dive into some of these abilities, but today, we want to focus on something just as crucial - the player feedback system that makes combat feel impactful.
changedInitially, when we implemented our basic attacks, everything worked as expected. You could strike enemies, deal damage, and move on to the next one. But something was missing. The combat felt flat - functional but not exciting. It lacked that “wow” effect that makes each swing of the axe feel powerful and rewarding. We playtested this prototype at Blender: FIlm & Games conference in Zagreb and one of the most frequent feedback was related to exactly that - how the game responded to each hit. With the right combination of visual and audio cues, even the simple attacks can feel more intense and satisfying and here's what we did (so far) to achieve that.
addedCamera Shake: Adding Weight to HitsThe first feedback mechanic we added was camera shake. The idea here is simple: when you land a blow, the camera shakes subtly, giving the hit more weight. We didn’t want anything too extreme that would make players feel disoriented, but a small, sharp jolt to the camera can create the sensation of real physical impact. Adding camera shake transformed our combat immediately. Light hits feel a bit quicker, while heavy attacks shake the camera more noticeably, reinforcing their power.
addedAnimation Freeze: Letting Hits Sink InNext, we added an animation freeze effect. Essentially, when you or an enemy gets hit, the character animations freeze for a fraction of a second. It’s almost imperceptible, but the impact is significant. That brief pause allows you to register the blow and gives the hit a moment to breathe. It’s like a punchline in a joke, the pause makes all the difference. Player’s attacks feel more deliberate, and you can now experience a microsecond of satisfaction after landing a strike.
addedParticles: Visualizing ImpactAfter that, we added particles to our hit feedback system. When your weapon connects with an enemy, sparks fly, dust kicks up, and blood splatters. This kind of visual feedback further reinforces the power of the strike by giving you something immediate and tangible to see. We played around with different types of particles for different situations: wood splinters when hitting shields, sparks when clashing with metal armor, and more vivid effects like blood sprays when dealing damage to enemies.
addedBlinking and Color Changes: A Clear Signal of ImpactFinally, we added blinking (color changes) for enemies when they’re hit. For a short period after being struck, enemies blink/flash white, signaling that they’ve been damaged. This kind of visual cue is subtle but incredibly effective in providing immediate feedback. It tells you, “Yes, your attack landed.” This effect makes combat feel snappier but also helps you track the flow of battle more clearly. When you're dealing with multiple enemies, seeing them blink on impact provides instant visual feedback that your attack was effective, even in the chaos of larger fights.

Dark Queen of Samobor changes

addedWe wanted to create a combat system that feels responsive, dynamic, and rewarding. It consists of light and heavy attacks with addition of some cool abilities that add depth to the gameplay. In the coming blog posts, we’ll dive into some of these abilities, but today, we want to focus on something just as crucial - the player feedback system that makes combat feel impactful.
changedInitially, when we implemented our basic attacks, everything worked as expected. You could strike enemies, deal damage, and move on to the next one. But something was missing. The combat felt flat - functional but not exciting. It lacked that “wow” effect that makes each swing of the axe feel powerful and rewarding. We playtested this prototype at Blender: FIlm & Games conference in Zagreb and one of the most frequent feedback was related to exactly that - how the game responded to each hit. With the right combination of visual and audio cues, even the simple attacks can feel more intense and satisfying and here's what we did (so far) to achieve that.
addedThe first feedback mechanic we added was camera shake. The idea here is simple: when you land a blow, the camera shakes subtly, giving the hit more weight. We didn’t want anything too extreme that would make players feel disoriented, but a small, sharp jolt to the camera can create the sensation of real physical impact. Adding camera shake transformed our combat immediately. Light hits feel a bit quicker, while heavy attacks shake the camera more noticeably, reinforcing their power.
addedNext, we added an animation freeze effect. Essentially, when you or an enemy gets hit, the character animations freeze for a fraction of a second. It’s almost imperceptible, but the impact is significant. That brief pause allows you to register the blow and gives the hit a moment to breathe. It’s like a punchline in a joke, the pause makes all the difference. Player’s attacks feel more deliberate, and you can now experience a microsecond of satisfaction after landing a strike.
addedAfter that, we added particles to our hit feedback system. When your weapon connects with an enemy, sparks fly, dust kicks up, and blood splatters. This kind of visual feedback further reinforces the power of the strike by giving you something immediate and tangible to see. We played around with different types of particles for different situations: wood splinters when hitting shields, sparks when clashing with metal armor, and more vivid effects like blood sprays when dealing damage to enemies.

In today’s post, we’ll talk about our combat feedback system and what we did to “juice it up”.

We wanted to create a combat system that feels responsive, dynamic, and rewarding. It consists of light and heavy attacks with addition of some cool abilities that add depth to the gameplay. In the coming blog posts, we’ll dive into some of these abilities, but today, we want to focus on something just as crucial - the player feedback system that makes combat feel impactful.

Initially, when we implemented our basic attacks, everything worked as expected. You could strike enemies, deal damage, and move on to the next one. But something was missing. The combat felt flat - functional but not exciting. It lacked that “wow” effect that makes each swing of the axe feel powerful and rewarding. We playtested this prototype at Blender: FIlm & Games conference in Zagreb and one of the most frequent feedback was related to exactly that - how the game responded to each hit. With the right combination of visual and audio cues, even the simple attacks can feel more intense and satisfying and here's what we did (so far) to achieve that.

Initial State: No Feedback

Camera Shake: Adding Weight to Hits

The first feedback mechanic we added was camera shake. The idea here is simple: when you land a blow, the camera shakes subtly, giving the hit more weight. We didn’t want anything too extreme that would make players feel disoriented, but a small, sharp jolt to the camera can create the sensation of real physical impact. Adding camera shake transformed our combat immediately. Light hits feel a bit quicker, while heavy attacks shake the camera more noticeably, reinforcing their power.

Camera Shake

Animation Freeze: Letting Hits Sink In

Next, we added an animation freeze effect. Essentially, when you or an enemy gets hit, the character animations freeze for a fraction of a second. It’s almost imperceptible, but the impact is significant. That brief pause allows you to register the blow and gives the hit a moment to breathe. It’s like a punchline in a joke, the pause makes all the difference. Player’s attacks feel more deliberate, and you can now experience a microsecond of satisfaction after landing a strike.

Camera Shake + Animation Freeze

Particles: Visualizing Impact

After that, we added particles to our hit feedback system. When your weapon connects with an enemy, sparks fly, dust kicks up, and blood splatters. This kind of visual feedback further reinforces the power of the strike by giving you something immediate and tangible to see. We played around with different types of particles for different situations: wood splinters when hitting shields, sparks when clashing with metal armor, and more vivid effects like blood sprays when dealing damage to enemies.

Camera Shake + Animation Freeze + Particles

Blinking and Color Changes: A Clear Signal of Impact

Finally, we added blinking (color changes) for enemies when they’re hit. For a short period after being struck, enemies blink/flash white, signaling that they’ve been damaged. This kind of visual cue is subtle but incredibly effective in providing immediate feedback. It tells you, “Yes, your attack landed.” This effect makes combat feel snappier but also helps you track the flow of battle more clearly. When you're dealing with multiple enemies, seeing them blink on impact provides instant visual feedback that your attack was effective, even in the chaos of larger fights.

Camera Shake + Animation Freeze + Particles + Blinking

Putting it all together

When we combined all these feedback layers - camera shake, frame freeze, particles, and blinking effects - the combat experience in Dark Queen evolved from functional to juicy. What started as basic light and heavy attacks grew into a system where every strike feels impactful, every hit registers clearly, and every fight becomes more dynamic and exciting. It’s not just about dealing damage, it’s about feeling it.

In future blog posts, we’ll dive into the abilities and special moves that further deepen the combat system, but we wanted to start here. Combat feedback is what turns a simple attack into an exhilarating moment, and we’re excited to continue refining it as development progresses.

Thanks for reading, and we hope you're as excited as we are about what’s to come!

Until next time, Downtown Game Studio team

Source

Steam News / 28 January 2025

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