Mythological Hunt
Solo Project - AI Usage
Duration: October 12th 2026 - Present
Platform: PC
Engine: Roblox Studio
Role: Lead Designer, Quality Assurance, Balance
Mythological Hunt is a co-op action RPG where up to four players can team up to take on the Labors of Hercules. Each hunt features a hand-designed boss with a unique move set and fighting style.
Players queue solo or in parties of up to four and travel to private hunt instances to track and fight one legendary monster. Combat is skill-based rather than stat-based. Every attack has a readable wind-up, a strike, and a punishable recovery. Players learn each monster’s patterns, hit its weak points to stagger it, and use class tools like the Knight’s parry-and-riposte to turn its own attacks against it. Successful hunts drop materials that are crafted into gear, which feeds the progression loop toward harder monsters.
This project is currently in development, but is planned to be released to the public within the next week with three monsters: the Nemean Lion, Erymanthian Boar, and Lernaean Hydra. Each boss has a different fighting style, for example, the lion is faster and much more mobile than the other two.
Alongside that, there are currently four classes: a knight that utilizes parries to make devastating counterattacks, a hunter who uses mobility and speed to maneuver through attacks, a ranger who keeps their distance and snipes from afar, and a barbarian who deals devastating damage while soaking up attacks.
In the future, I plan on adding the rest of the monsters from Hercules' trials and even expanding the roster further once those are completed. As for classes, there will be a fifth basic class, and then there will be advanced versions of each class with more diverse abilities, skill trees, and playstyles.
For Mythological Hunt, I used Claude for implementation, but I have worked extensively on the design, testing, balance, and overall feel of the game. With the experience from Grow a Grove, I was more aware of Claude's capabilities. So, I decided to try and create a Monster Hunter-esque game in Roblox. I was really keen on the combat, class, and monster design, because those were things that I am really interested in. Games like Sekiro, Black Myth: Wukong, and The First Berserker: Khazan were huge inspirations.
In this game, I really wanted to show my ideas for enemy, class, and general systems design. While Claude did the implentation, every move of the bosses, class perk, damage number, model detail, and more were carefully designed and specified by me in long prompts to the AI.
Another issue was balancing the classes, specifically the Knight. For the Knight, I wanted to add a parry system. I absolutely love parry mechanics in games. Sekiro, The First Berserker: Khazan, and Dark and Darker have some of my favorite versions of this mechanic, and it has always been something I wanted to make. In Mythological Hunt, though, it was difficult to get it just right. I had to play with the parry window a lot, and add a minigame after a successful parry to land a riposte attack that deals massive damage. The main problem arose when I began implementing flurry attacks from the bosses. A successful parry would give you damage immunity until the minigame and reposte animation were completed, so a knight could ignore a full combo. Fixing this required the implementation of being able to parry multiple times in a row while resetting the minigame instead of just resisting damage. Overall, it made the parry-and-riposte much more intensive and dynamic.
Finally, scaling the monsters through difficulties and player counts was an interesting balance and design challenge. If something worked well in solo (like the riposte staggering the monsters in one hit due to its damage) would not work as well in a team where the health and stagger thresholds were larger. This required me to pay careful attention to damage numbers and exactly how each class would function solo or in a team.
The biggest problems to-date have been balancing the classes, accounting for different player numbers, and keeping the bosses interesting.
Initially, each boss had a simple moveset. The lion has a claw swipe, tail swipe, jump, and roar. While those abilities made sense, they ended up being repetitive and predictable. To solve this, I added an elemental system that gave each boss an elemental affinity and then designed attacks (or alterrations to older attacks) that would use that element. For example, the lion now has a quick breath attack that shoots a bolt of its element, lightning strikes around it as it roars, and it has a large lightning slam that it does in its second phase.