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Cavaleiros Celestiais

Devlog · Episode 3

Combat for the seven Houses

Each House has its own way to fight. Here are the skills, the ground warning before a hit and the damage numbers that tell you what happened.

Weeks on nothing but combat

I spent weeks on combat alone. It sounds like a lot, but a bad fight ruins everything else. If hitting things does not feel good, the prettiest world on the planet will not hold anyone.

The bug that froze the knight

The worst problem was dull to explain and awful to feel. When you used a skill, the knight stayed rooted in place after the swing. Just for a moment, but enough to break the rhythm of the fight.

You pressed the key, landed the hit and then stood stuck, seeing the boss walk up to you. I fixed it until the character came out of the swing ready for the next step.

It sounds small, but the difference is huge. A swing that ends and sets you free builds confidence. One that traps you makes you afraid to press the key. And fear of pressing the key is the end of any fun fight.

Before it lands, the boss's strongest attack warns on the ground where it will hit.
Before it lands, the boss's strongest attack warns on the ground where it will hit.

Seven Houses, seven ways to fight

Each of the seven Houses fights from a different idea. The skill tree makes you feel that from the very first choices, with no need to read a thing.

Whoever picks a House that fights up close feels weight in every blow. Whoever picks one that fights from afar feels space. It is not just different damage, it is a different way to move and decide.

The Houses dressed at three levels. Each has its own color and silhouette.
The Houses dressed at three levels. Each has its own color and silhouette.

Losing has to be your fault

The strongest attacks warn on the ground before they land. I wanted you to lose and think: I missed my window to move. Never: there was no way to know.

The orange patch on the ground shows the exact area. There is time to read it, decide and get out. If you stayed inside, that was your choice.

Fighting the boss O Fundido on a lava map, with the warning and the numbers on screen.
Fighting the boss O Fundido on a lava map, with the warning and the numbers on screen.

The numbers tell the story

Damage numbers talk too. A normal hit shows up one way, a strong hit another, and the color tells the element. You glance at the screen and understand what just happened.

Damage numbers in the Vale de Cinzas: a normal hit, a critical and blocks.
Damage numbers in the Vale de Cinzas: a normal hit, a critical and blocks.

There is still plenty to tune. But the fight can already be read from the screen, and that is what I wanted most.

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