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v2.2.0 — Combat Duel

Combat used to be data panels. You’d click an enemy, watch a progress bar fill, and read a stats grid to figure out whether you were winning. The fight itself happened in your head, between glances at the numbers.

That always bothered me. Combat is the part of the game where you’re supposed to feel something. The version we shipped before this one had the right systems — armor, evasion, lifesteal, special attacks, blessings, sub-skills, a real HP-based tick — but the surface was a checklist of cards. You were reading combat, not watching it.

This release rebuilds the whole surface around a duel. You on the left, the enemy on the right, facing each other across a shared timing track. Your attack bar fills toward your next swing, theirs mirrors it, damage numbers float up from whoever just got hit. Above the stage, a Momentum gauge swings toward whoever’s winning the trade — land a string of crits and the whole left half lights up; eat one and it tilts the other way. Underneath, a five-line trade feed scrolls the last hits, crits, misses, and kills.

The right rail still has everything you need — Gauntlet, Dungeons (with live wave-progress dots when a run is active), and Blessings (with effects shown inline so you can see what each one actually does). Hover any stat for the bonus breakdown. Hover any reward chip for the per-source multipliers. Cleared dungeons celebrate with a “VICTORY” card instead of the old green banner toast.

Same engine, same numbers, same systems. Different surface. Combat is something you watch now.

Discord · play at https://vhschmidt.itch.io/justanotheridle