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Devlog #3: The Collision Combat System

[p]Hey everyone![/p][p]In today’s devlog, we want to discuss what we believe to be one of the most unique elements of Nightmare Circus: The Collision Combat System![/p][p]When we first began building Nightmare Circus, we thought a straightforward, action combat system might be enough. Swing, dodge, strike! These bases were the standard path. But when we put the prototype in players’ hands, their reactions told us otherwise. We noticed the moments that made the players cheer, laugh, and lean forward weren’t from landing clean, precise combos or watching damage numbers fly…[/p][p]It was from the impact.
At that moment, everything came crashing together (no pun intended).[/p][p][/p][p]This realization was the gift of Nightmare Circus’ Collision Combat, a system that transforms the whole area into a playground zone where the player is in control. Because here, you are the puppeteer, pulling every string on your stage.[/p][p][/p]
Where the idea was born
[p]Our inspiration came from the raw satisfaction of seeing results unfold in front of you, not numbers ticking down, but from the sight of an enemy being launched straight into a wall, a wooden pillar splintering apart, crates smashing into foes, and taking down others around them.
It was in these chaotic, messy, and deeply satisfying crashes that we found the true heart of our game’s combat. We realized Nightmare Circus shouldn’t follow the standard recipe for action games, but instead be built around impact – crashes that are thrilling, unpredictable, and uniquely your own.[/p][p][/p][p]Even the simplest attacks, which seem ordinary at first glance, were designed to carry choice and variety. A light strike is fast and can chain together multiple hits. A medium strike slows the rhythm slightly but extends your reach across the stage. A heavy strike is the slowest, but sweeps wide and sends enemies rolling away with explosive knockback.[/p][p]We never wanted these to be fixed patterns from a predetermined combo; instead, players are free to mix them however they like. Maybe they’ll unleash a flurry of light attacks before finishing with a crushing heavy blow that sends an enemy tumbling. Or maybe they’ll weave together different tempos to stretch out the damage window and create a unique rhythm of chaos.[/p][p][/p]
Infinite possibilities with the toolkit we developed
[p]Tying these core ‘strikes’ into aiming and throwing the Puppeteer’s Control Bar, we were able to further explore the toolkit of our combat system. What was once a light strike became Wrap, pulling everything nearby into a central crash. A medium strike evolved into Leap, letting you vault across the arena to reposition in an instant, with its charged version turning it into a Slingshot, that same attack turned into a devastating headlong smash, chaining crashes like falling dominoes. A light strike, further enhanced into Link, could tether enemies together, forcing them to share the consequences of every impact. And the heavy strike transformed into Hook, dragging an enemy straight into your face, ready for the next spectacular collision.[/p][p][/p][p]The Collision Combat toolkit is also applied beyond just fighting in the game; it extends into the puzzles and exploration of the stage itself! Players will smash wooden pillars blocking their path, drag objects onto switches to open new doors, or use Link to transfer energy between strange mechanisms. We designed these creative tests so that the game never feels like an endless wave of combat alone, but a circus of ideas waiting for you to explore and experiment with.[/p][p][/p]
Designing the boss fight around the system
[p]And then, of course, there are the bosses. Before Nightmare Circus, we had already built an action game where our Modular Combat system earned acknowledgment for making boss fights feel alive, allowing bosses to weave together combos dynamically while still keeping them fair for players to read and respond to. This time, we’ve carried that foundation forward and fused it with our new Collision Combat. The result is a fight that feels both intense and flexible. Bosses still pressure you with evolving sequences, but you’re no longer locked into one way of winning. You can lure, crash, improvise, and invent your own solutions to overcome them. Each fight becomes not just a test of reflex, but a stage for your personal style of control![/p][p]Of course, all of this would be meaningless without the feeling we call “juiciness”. Mechanics on paper are one thing, but satisfaction comes from how they feel. Every hit needs to land with weight, every heavy strike must send enemies rolling across the floor, and every collision has to crunch with sound, timing, camera shake, and visual sparks that make you say, “Yes, that felt real!” We obsess over details like hit-stop frames, particle bursts, and the exact moment of impact because those tiny choices are what turn a system into an experience.[/p][p][/p][p]With that being said, what we’ve described here is only a glimpse of what we’re working on. In the full game, there will be countless more combinations to discover, and we’re confident players will be able to create a combat style that is entirely their own.
Right now, the team is fine-tuning the details frame by frame, sound by sound, making sure that every crash in Nightmare Circus feels as powerful and satisfying as it should.[/p][p]Thank you everyone, for reading our second devlog! We can’t wait to see your feedback and, as always, join the discussion on our social media and be updated about the latest Nightmare Circus news![/p][p][/p][p]
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