
Hello, this is Guidus Zero.
Until now, weâve mainly shared updates about game content and new features.
But this time, weâre switching things up with something a bit more personal.
Weâre starting a new Dev Team Interview series to share the untold stories behind the gameâwhat the dev team was thinking during development, the design choices behind certain systems, and everything in between.
Our very first topic? One of the core systems that caught the attention of so many players: the combat system of Guidus Zero.
Real-time grid-based combat has been one of our most experimental and carefully refined mechanics.
In this interview, weâll walk you through how it all began and how far itâs come.
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[h2]How Was the Guidus Zero Combat System Created?[/h2]Guidus Zeroâs combat system is something you donât see every day. Itâs real-time, but instead of free movement, itâs built on a grid-based action system.
So, how did this unusual design come to beâand what challenges did we face while improving it? Hereâs the story from the dev team.
[h3]đľ We Didnât Set Out to Make a âDifferent Systemâ From the Start[/h3]The idea for the combat system actually came from a fairly simple place.
Most of our team preferred top-down views over side-scrollers and had experience with pixel art. So, naturally, the foundation became top-down and pixel graphics.
At first, we considered free movement, but we wanted players to be able to identify targets and danger patterns clearly. That desire for more readable action led us to adopt a grid-based movement and combat system.
We didnât realize at first how rare this system was. It wasnât until almost two years into development that we discovered most grid-based games are turn-based or rhythm-based.
That meant we didnât have many references to draw from, so fine-tuning the controls and pacing took a long time, and it remains something weâre continually improving.
[h3]đľ Keeping Combat from Getting Repetitive[/h3]Once we had the base system working, the next challenge was avoiding repetition.
The core rules were simple, but that also meant the combat could quickly start to feel predictable.
To avoid this, we wanted to introduce exceptionsâways to break or bend the rules.
We looked to action games, fighting games, and roguelikes to find engaging mechanics that we could adapt for Guidus Zero.
Things like attack cancels, dodging rolls, and enemy patterns all came out of that effort. Of course, making them feel natural within the grid-based system took a lot of work.
[Bosses with Diverse Attack Patterns]Parries and Perfect Guards are also being tested internally, and if we get the chance, weâd love to introduce them alongside new characters.
[h3]đľ How We Made Different Playstyles Possible[/h3]We wanted players to be able to build different combat styles within the systemâs simple rules.
So we broke combat down into three layers:
- Direct control by the player
- Effects granted by Artifacts
- Synergies between those Artifacts
With this layered approach, we were able to develop characters with distinct identitiesâa balanced type, a melee fighter, a stack-based wizard, and more to come.
Combined with the Artifact and Spirit Bond systems, this allows for a wide range of playstyles.
[Characters with Distinct Playstyles]This system also builds on our experience with our previous mobile game, Guidus.
In fact, the Spirit Bond mechanic evolved from a grid-based buff system we explored back then.
[h3]đľ Player Feedback Made the System What It Is Today[/h3]Itâs no exaggeration to say that the current systemâincluding the feel of the controls and combat balanceâwas completed thanks to your feedback.
In the early days, movement and attacks werenât even separate. Youâd trigger an attack just by walking toward an enemy.
Attack timing, input buffering, and responsiveness were all much rougher than they are now.
But, thanks to your suggestions, we were able to tune values and restructure the system to feel much smoother and more intuitive.
For example, we used to have multiple monster waves appear in the same room.
Now, based on your feedback, weâve changed it to one wave per room with more rooms overallâa big change that came directly from community input.
[Improved Room Generation Logic]We're also continuing to adjust Artifacts and Spirit Bond balance, how skills operate, and even narrative elements, all based on the feedback you've shared.
Once again, we would like to thank everyone who has sent us their thoughts.
[h3]đľ So, Whatâs Next?[/h3]The next big change will be our upcoming control improvements patch, which will include:
- Move while attacking:
Youâll be able to cancel attack animations and move immediately when pressing a direction key mid-attack. This should eliminate the feeling that inputs are being ignored.
- Dedicated thrust-attack key:
The thrust attackâpreviously triggered by combining direction and attackâwill be moved to its own dedicated key, making it more reliable and easier to use strategically.
- Dodge improvements:
Dodging will now cover two tiles and can pass through enemies, boosting your mobility during battle.
Youâll be able to try these changes early in our upcoming Playtest. We hope youâll take part and share your thoughts!
Weâre also in the final stages of developing new content that will conclude the main story: a brand-new stage, new monsters, and the final boss encounter.
[New Boss: Valtharos]And thatâs not all. Weâre also preparing new event rooms, new Artifacts, new Spirit Bonds, and even the previously teased new playable character.
[h3]đľTo Wrap Things Up[/h3]The Guidus Zero combat system wasnât built from a desire to be different.
It was gradually shaped into its current form through ongoing refinement, and your feedback was the most essential part of our journey.
Thereâs still more to come.
Weâll continue listening to your ideas, so feel free to share your thoughts through the community or by leaving a review.
We genuinely believe that this game is something weâre building together with all of you.
Thank you! đ
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We hope this interview gave you a glimpse into how the combat system of Guidus Zero wasnât just a novel ideaâbut the result of countless iterations and your support.
Weâll be back with more interviews covering topics like the story, control system, character creation, and more.
If you have thoughts or questions about the game, leave them in the Steam Community discussion board.
And if youâre enjoying Guidus Zero, a review on the store page would mean the world to us. đ
Thanks for readingâweâll see you in the next interview!