Combat System—Dev Log 02
What's more fun than only discussing how to make a game's combat?Get everybody moving!Come to battle.
Like everyone, we are both developers and players. During the development of the combat system, each member has their own persistence and difficulties. It is undoubtedly the best to be verified in actual combat. We can also keep fit and relieve pressure (Fact: Whoever wins is the king).
Let's take a closer look at the combat system:
[previewyoutube][/previewyoutube]
For the battle mechanism in KAKU: Ancient Seal, we aim to provide players with fast-paced, casual and fun gameplay.Its battle design was inspired by action games such as Samurai Warriors.
Unlike other hardcore action games,to allow more players to quickly learn how to play and familiarize themselves with the game's combat mechanisms, we prioritized flexible character controls, real-time feedback and cool, freestyle battle mechanics when developing this game.
Battles in the game have reduced punishments for incorrect actions, allowing players to enjoy a high error tolerance.No matter whether you are action game veterans or beginners, you can attack enemies at own pace and enjoy the thrill of battle.
[h3]1.Design of three types of weapons[/h3]
Players can use three types of weapons in the game, including a main weapon (Stone Blade), secondary weapon (Wood Shield) and a ranged weapon (Slingshot).

The Stone Blade features a fast attack speed and balanced damage. It's frequently used in battles,and is the foundation of attacks.The Wood Shield is a slow and heavy attack weapon. It inflicts an extra Resistance reduction effect on the enemy. In short, the Wood Shield is a weapon that combines both attack and defense.
The Slingshot is a fast ranged weapon and plays an important role in exploring and solving puzzles. Unlimited Stone Shots are mainly used for collecting materials and puzzle solving. The damage dealt in actual combat is very low. However, it has elemental projectiles with various properties.

The Flame Shot dealing high damage to a single enemy unit and its explosive attacks also deal AOE splash damage; the Poison Shot has a continuous HP deduction effect on enemies within range; the Lightning Shot features a powerful AOE control ability, which deals chain lightning damage to monsters within range and also paralyzes them.
[h3]2.Skill tree and special ultimate[/h3]
All three types of weapons have their own unique "skill tree". Players can freely learn a variety of combat skills, and can specialize in a single type of weapon or a combination of all three. We designed the way that skills are used based on derivative gameplay, and basically, all basic attacks have various skills to choose from. Each type of weapon has its own special ultimate, which players can enjoy discovering.

[h3]3.encourage to take the initiative to attack[/h3]
The game features an energy bar. Displacer moves and skills both consume energy. But players shouldn't worry about low or zero energy leading to hard battles. The battle mechanism is designed to encourage players to take the initiative to attack. In KAKU, players cannot only recover energy by eating Mushroom Skewers, but they can also do so by continuously attacking monsters. If players maintain good attack combos, they'll continue to gain energy, making them braver and braver!

During the game's development, in addition to technical issues, what kind of battle methods and styles can attract players a lot? We have been thinking about this question a lot, but still haven’t got a clear answer. So regardless of battle designs or other designs, we will keep polishing them to bring players a better gaming experience!
https://store.steampowered.com/app/1179580/KAKU_Ancient_Seal/
The above is the content of the second dev log. If you want to know any other content related to our development, please feel free to leave your comments.. We will continue to share the latest development content for you from time to time. I believe that when we meet again, we will all be better!
[h2]Make sure to wishlist the game now and follow us on social media to stay up to date with all the announcements![/h2]
Like everyone, we are both developers and players. During the development of the combat system, each member has their own persistence and difficulties. It is undoubtedly the best to be verified in actual combat. We can also keep fit and relieve pressure (Fact: Whoever wins is the king).
Let's take a closer look at the combat system:
[previewyoutube][/previewyoutube]
For the battle mechanism in KAKU: Ancient Seal, we aim to provide players with fast-paced, casual and fun gameplay.Its battle design was inspired by action games such as Samurai Warriors.
Unlike other hardcore action games,to allow more players to quickly learn how to play and familiarize themselves with the game's combat mechanisms, we prioritized flexible character controls, real-time feedback and cool, freestyle battle mechanics when developing this game.
Battles in the game have reduced punishments for incorrect actions, allowing players to enjoy a high error tolerance.No matter whether you are action game veterans or beginners, you can attack enemies at own pace and enjoy the thrill of battle.
[h3]1.Design of three types of weapons[/h3]
Players can use three types of weapons in the game, including a main weapon (Stone Blade), secondary weapon (Wood Shield) and a ranged weapon (Slingshot).

The Stone Blade features a fast attack speed and balanced damage. It's frequently used in battles,and is the foundation of attacks.The Wood Shield is a slow and heavy attack weapon. It inflicts an extra Resistance reduction effect on the enemy. In short, the Wood Shield is a weapon that combines both attack and defense.
The Slingshot is a fast ranged weapon and plays an important role in exploring and solving puzzles. Unlimited Stone Shots are mainly used for collecting materials and puzzle solving. The damage dealt in actual combat is very low. However, it has elemental projectiles with various properties.

The Flame Shot dealing high damage to a single enemy unit and its explosive attacks also deal AOE splash damage; the Poison Shot has a continuous HP deduction effect on enemies within range; the Lightning Shot features a powerful AOE control ability, which deals chain lightning damage to monsters within range and also paralyzes them.
[h3]2.Skill tree and special ultimate[/h3]
All three types of weapons have their own unique "skill tree". Players can freely learn a variety of combat skills, and can specialize in a single type of weapon or a combination of all three. We designed the way that skills are used based on derivative gameplay, and basically, all basic attacks have various skills to choose from. Each type of weapon has its own special ultimate, which players can enjoy discovering.

[h3]3.encourage to take the initiative to attack[/h3]
The game features an energy bar. Displacer moves and skills both consume energy. But players shouldn't worry about low or zero energy leading to hard battles. The battle mechanism is designed to encourage players to take the initiative to attack. In KAKU, players cannot only recover energy by eating Mushroom Skewers, but they can also do so by continuously attacking monsters. If players maintain good attack combos, they'll continue to gain energy, making them braver and braver!

During the game's development, in addition to technical issues, what kind of battle methods and styles can attract players a lot? We have been thinking about this question a lot, but still haven’t got a clear answer. So regardless of battle designs or other designs, we will keep polishing them to bring players a better gaming experience!
https://store.steampowered.com/app/1179580/KAKU_Ancient_Seal/
The above is the content of the second dev log. If you want to know any other content related to our development, please feel free to leave your comments.. We will continue to share the latest development content for you from time to time. I believe that when we meet again, we will all be better!
[h2]Make sure to wishlist the game now and follow us on social media to stay up to date with all the announcements![/h2]