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Steam News6 August 202511mo ago

Guidus Zero Dev Sketch #02

Hello, this is Guidus Zero. 😊 Today, we want to talk about the overall "feel" of the game. Things like movement and combat responsiveness may not be flashy, but they’re what shape the entire experience.

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What changed

0 fixes4 additions32 changes1 removal
  • Gameplay
  • Balance
  • UI and audio
changedThings like movement and combat responsiveness may not be flashy, but they’re what shape the entire experience.
changedThe Hidden Story Behind the New ControlsBecause of that, we didn’t fully recognize the discomfort it could cause during real gameplay.
changedThe Hidden Story Behind the New ControlsOur first instinct was to simply increase the movement and attack speed.
changedThe Hidden Story Behind the New ControlsWhen movement speed, attack speed, and animation frame lengths don’t align—and then buffered
changedThe Hidden Story Behind the New ControlsBecause the game uses grid-based movement, we also learned that:
changedThe Hidden Story Behind the New Controlsa. If movement is too fast, the game feels hard to control.

Hello, this is Guidus Zero. 😊

Today, we want to talk about the overall "feel" of the game.

Things like movement and combat responsiveness may not be flashy, but they’re what shape the entire experience.

Our recent Playtest focused on improving exactly that—the control feel—and it sparked many deep discussions within our dev team.

In this Dev Sketch, we’ll be sharing a behind-the-scenes look at how the control system evolved into what it is now, and where it’s headed next.

If you’ve played the test build and enjoyed it, we’d really appreciate a kind review. It means a lot to us.🙏

[The Hidden Story Behind the New Controls]

Looking back, we realized we had grown too used to the concept of buffered input.

Because of that, we didn’t fully recognize the discomfort it could cause during real gameplay.

But once the game launched and we heard from more players, we were finally able to face the core

issues we had overlooked.

Our first instinct was to simply increase the movement and attack speed.

We thought that alone might fix things, but as we dug deeper, it became clear the root of the

problem was elsewhere.

The real issue was rhythm imbalance.

When movement speed, attack speed, and animation frame lengths don’t align—and then buffered

input is layered on top—it breaks the rhythm players intuitively build while playing. That’s when the

controls start to feel sluggish or unresponsive.

Because the game uses grid-based movement, we also learned that:

a. If movement is too fast, the game feels hard to control.

b. If it’s too slow, it feels frustrating.

It required much more delicate tuning than we had initially expected.

Once we understood the core problem, we reorganized our approach around three major pillars, which guided how we reworked the system.

1. Seamless Rhythm – Built-In Super Cancel

We added a new base mechanic that lets players cancel any attack into movement at any time.

This “Super Cancel” system smooths out the gameplay flow and keeps the rhythm intact.

We also fine-tuned the movement speed between tiles to feel just right—not too fast, not too slow.

2. Reworking the Dodge – 2-Tile Dodge + Enemy Pass-Through

With Super Cancel now a core feature, the old dodge roll started to feel redundant.

So we rebuilt it as a 2-tile movement skill that allows players to pass through enemies, giving it a

more defined and valuable role.

3. Thrust Attack Input – Dedicated Button

The old thrust attack required pressing movement and attack simultaneously, which didn’t mesh well

with the new system.

After extensive testing, we separated it into its own dedicated input, making it easier to use in critical

moments.

During internal testing, these changes made a huge difference.

  1. Movement felt smoother

  2. Getting stuck in tight spaces was no longer an issue thanks to the improved dodge

  3. Combat gained new layers of strategy and reactivity

  4. Most importantly, the entire battle experience became more dynamic and action-packed

While we were happy with the results internally, what really mattered was how you felt.

That’s why we opened the Playtest—and thankfully, many of you told us the changes felt like a significant improvement.

Your warm feedback meant the world to us.

We’re now in the final polishing phase, and the control improvements update is scheduled for August.

Sticking to the “original design intent” is often a big part of game development.

That’s why listening to feedback and adjusting direction can sometimes be tough.

But through this process, we learned something important:

Sometimes the answers we need come from letting go of rigid ideas and being open to change.

This Playtest wasn’t just about controls—it marked a meaningful turning point for us.

We’ll continue listening to your voices and working hard to build a better Guidus Zero, together. 😊

That’s the story behind our control improvements.

Next time you play, we hope knowing this background helps you enjoy the new controls even more!

If you enjoyed this Dev Sketch, feel free to leave a like or comment to share your thoughts.

And if Guidus Zero has brought you a good time, a kind message on the store page would give us a huge boost.

The upgraded control system is just around the corner in our August update.

We hope you’re looking forward to it, and we can’t wait to share more stories with you soon.

Thank you! 🙏

Source

Steam News / 6 August 2025

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