Devlogs
#9
🕹 Devlog - Chain Combat Prototype (2026-05-22)
🔥 New Systems
âš¡ Event System
- NPC / Gate / Wave progression unified through an event-driven system
- Gate unlock flow triggered by event
KING_TALKED
- Wave states now broadcasted via events (start / clear / escape)
💥 Chain Combat System
- Implemented ChainManager for combo-based damage reactions
- Chain triggers across all damage sources:
- Melee slashes
- Fire explosions
- Lightning bounces
- Real-time chain counter UI added
- Chain resets after inactivity timer
âš” Combat Improvements
🗡 Slash (Melee)
- Added homing behavior toward nearby enemies
- Impact scaling animation on hit
- Chain slash propagation (enemy-to-enemy spread)
- Knockback feedback on hit for stronger impact feel
🔥 Fireball
- Area explosion damage
- Burn / DoT effect applied to enemies
- Fully integrated into chain system
âš¡ Lightning
- Multi-bounce attack system
- Hits multiple enemies in sequence
- Unified through DamageSystem for chain tracking
🧠Design Direction
This game is no longer about simply defeating enemies.
It is about:
breaking enemy density through chain reactions
Each attack serves a different role:
- Slash → close-range pressure & burst impact
- Fire → area control and crowd damage
- Lightning → chain propagation across groups
✨ Feel Improvements
- Stronger hit-stop and impact feedback
- Forward impulse added to melee attacks for momentum feel
- Combat flow accelerates as chains grow
- Dense enemy groups naturally create higher excitement
🚧 Next Steps
- Improve chain UI presentation (center pop, glow, motion effects)
- Introduce chain multiplier system
- Balance enemy density around chain mechanics
- Add progression tied to chain performance
💡 Note
This is a gameplay-first prototype focused on feel, flow, and combat feedback over balance or content completeness.