Combat System: Inspired by Devil May Cry, with influences from Ghost of Tsushima and Sekiro for parrying mechanics.
Blueprint Development: Created complex systems for hit detection, enemy behavior, and gameplay flow. Developed a generalized blueprint for variant enemies, facilitating efficiency in future projects.
Visual Effects: Seamlessly integrated visual effects into animations using events for optimized performance.
Gameplay Balancing: Implemented balanced mechanics, distinguishing between katana and dual swords for diverse playstyles.
Special Attack and Boss Fights: Designed a special attack mechanic and crafted memorable boss encounters.Â
The final boss was conceptualized from a dream mid sleep and brought to life in-game.
Dynamic Elements: Introduced engaging elements like riddles to enhance player immersion.