Shorky — Tank
Shorky was the first character we developed and helped establish the foundation for the other character combat kits. He uses a large anchor as his weapon and is designed around durability, crowd control, and fast traversal.
Anchor Swing — Basic Attack
Shorky's basic attack is a three-hit anchor combo.
Each input advances through the combo sequence, with attack timing coordinated around the animation and damage windows. I worked on the gameplay logic, animation timing, hit behavior, and VFX implementation used to make the three attacks feel like a connected sequence rather than isolated swings.
Implementation Highlights
Three-stage combo logic
Combo input and timing windows
Animation montage timing
Gameplay Ability activation and state handling
VFX implementation and synchronization
Bubble Burst — Special
Bubble Burst launches Shorky into the air, where the player has limited aerial navigation for approximately two seconds before slamming back into the ground.
The landing creates an area attack that deals damage and knocks nearby enemies away.
The ability required multiple gameplay states within a single GAS ability: launch, temporary aerial control, descent, impact detection, damage, knockback, animation, and VFX. After use, the ability enters a designer-tunable cooldown.
Implementation Highlights
Multi-stage Gameplay Ability logic
Ability cooldown logic
Temporary aerial movement and player input
Slam and ground-impact detection
Area damage and knockback logic
Animation timing
VFX implementation
Breaststroke — Utility
Breaststroke allows Shorky to swim rapidly through designated areas of the map, significantly increasing his movement speed and allowing the tank character to quickly reposition where he is needed.
Unlike his special ability, Breaststroke has no cooldown and unlimited use.
The utility changes Shorky's traversal behavior rather than functioning as a traditional attack, giving his kit a movement option that offsets his tank-oriented combat role.
Implementation Highlights
Movement-state changes
Increased traversal speed
Environment-dependent movement
Unlimited-use utility ability
Lady Ducksworth — Fast Melee / Arsenal
Lady Ducksworth is a fast melee character built around rapid attacks, aggressive movement, and sustained offensive pressure. She uses a kitchen knife and has a much faster combat rhythm than Shorky.
Slice and Dice — Basic Attack
Her basic attack is a fast two-hit melee sequence designed to feel closer to hack-and-slash combat.
The implementation focused heavily on responsiveness and short attack timings so the player could attack much more aggressively than with the heavier characters.
Implementation Highlights
Two-stage combo logic
Fast combo
Combo input and timing windows
Animation montage timing
Gameplay Ability activation and state handling
VFX implementation and synchronization
Swirly Whirly — Special
Swirly Whirly turns Lady Ducksworth into a rapidly spinning 360-degree attack for approximately five seconds.
The player can influence the direction of the ability while it is active, but does not have normal full movement control. This created a balance between steering the attack toward groups of enemies and committing to the ability once activated.
The ability continuously threatens enemies around the character and enters a cooldown after use.
Implementation Highlights
360-degree offensive coverage
Restricted player-guided movement
Repeated combat interaction during the active period
Ability cooldown logic
Animation and VFX integration
Flap — Utility
Flap gives Lady Ducksworth three aerial charges.
Each activation pushes her upward. By timing consecutive uses correctly, players can chain the charges to reach maximum height.
The charges regenerate independently rather than resetting all at once. For example, if the player uses two of three charges, the remaining charge stays available while the other two recharge over time.
The same input also supports a second behavior: holding the utility button causes Lady Ducksworth to glide, while releasing it causes her to descend more quickly.
This made Flap both a charge-management system and a held-input movement ability.
Implementation Highlights
Charge-based Gameplay Ability logic
Individual charge regeneration
Cooldown and recharge logic
Press and held-input handling
Chained aerial movement
Glide state logic
Animation and VFX implementation
Designer-exposed charge and timing parameters
Patches — Healer
Patches is the team's support character. His kit combines offensive attacks with healing mechanics and gives him tools for both rescuing teammates and deliberately repositioning them into advantageous situations.
Sweet Slap — Basic Attack
Sweet Slap supports two different input behaviors using the same basic attack.
A normal press performs the standard attack sequence.
Holding the input beyond a threshold changes the attack into a charged version. Players can repeatedly hold and release the attack to perform consecutive charged attacks.
The charged version increases the attack radius, allowing Patches to affect a larger area.
The same hit area is also used for support gameplay: allied players caught inside the attack are healed.
This made the basic attack both an offensive and support mechanic.
Implementation Highlights
Press versus held-input behavior
Charge threshold detection
Standard and charged attack states
Variable attack radius
Enemy damage
Ally healing
Animation timing and VFX
Booster Shot — Special
Booster Shot uses three regenerating charges and turns Patches' syringe into a pogo-style movement ability.
Correctly timing the three uses produces progressively higher jumps.
Each time Patches impacts the ground, the ability spawns a healing pool at the impact location. Allied players standing inside the pool can recover health.
The charges regenerate using the same partial-recharge concept as Lady Ducksworth's Flap: unused charges remain available while spent charges recover.
Implementation Highlights
Three-charge ability
Individual charge regeneration
Timing-based chained jumps
Increasing jump height
Ground-impact detection
Healing-area spawning
Area-based ally healing
Animation and VFX coordination
String Lasso — Utility
String Lasso gives Patches a reusable teammate-repositioning tool with no limited charge count.
The ability automatically targets the closest allied player with the lowest health and allows Patches to pull that teammate toward him.
It can be used defensively to pull an injured ally away from danger, but it also creates cooperative offensive strategies. For example, Patches can pull Lady Ducksworth toward a large enemy group while she is using Swirly Whirly.
That interaction was especially important to the cooperative design of the characters: abilities were designed not only around individual effectiveness, but around combinations between players.
Implementation Highlights
Ally targeting
Distance and health-based target selection
Player repositioning
Unlimited-use utility
Hugasaurus Rex — Defender
Hugasaurus Rex is a defensive character centered around stun, protection, and controlling space around the team.
Shield Bash — Basic Attack
Shield Bash is a three-hit shield combo consisting of a left strike, right strike, and final forward strike.
The final hit also pulls enemies back toward the character.
Compared with the other basic attacks, Shield Bash applies a stronger stun effect, reinforcing Hugasaurus Rex's role as a crowd-control-focused defender rather than a pure damage character.
Implementation Highlights
Three-hit combo
Directionally distinct attacks
Damage and hit detection
Increased stun behavior
Enemy displacement
Animation and VFX timing
Safety Bubble — Special
Safety Bubble allows Hugasaurus Rex to raise a flag and create a protective bubble around himself.
The bubble has its own health pool. Damage that would normally affect players or the Nightlight inside the protected area is instead absorbed by the bubble.
Only one bubble can remain active at a time. If the ability cooldown completes and the player activates Safety Bubble again while the previous bubble still exists, the old bubble is destroyed and replaced by the newly spawned one.
This required managing both the ability cooldown and the lifetime/state of a persistent gameplay object created by the ability.
Implementation Highlights
Spawned defensive gameplay object
Independent bubble health
Damage interception
Player and objective protection
Persistent ability state
Single-active-instance management
Cooldown-controlled replacement
Clangl — Utility
Clangl uses a 10-charge system.
Each activation creates an area that stuns enemies within its radius. If the utility input remains held, the ability can repeatedly activate after a short delay, allowing players to rapidly deploy multiple stun areas.
Spent charges regenerate over time using the same partial-charge recovery concept used by the other charge-based abilities.
Implementation Highlights
10-charge ability system
Individual charge regeneration
Held-input repeated activation
Controlled delay between activations
Area spawning
Radius-based enemy stun
Designer-tunable charge and cooldown values
Designing for Character Synergy
One of my focuses while implementing the combat systems was making the characters useful together rather than treating each kit as an isolated set of abilities.
Patches' String Lasso, for example, can rescue a low-health teammate but can also reposition Lady Ducksworth while Swirly Whirly is active, allowing the team to redirect a high-damage spinning attack into a dense group of enemies.
Shorky's knockback provides crowd control and space creation, while Hugasaurus Rex can protect players or the Nightlight with Safety Bubble and repeatedly create stun zones with Clangl.
These interactions meant that implementing an ability also required considering how it behaved alongside movement systems, other abilities, damage and healing logic, crowd control, animation states, and multiplayer co-op gameplay.
The result was a combat system built around distinct character roles while still encouraging players to combine their abilities during a round.