Design: Attack Holds
Visual and Simulated Kinetic Feedback
A small addition made to combat design can have a massive effect on the feel of the gameplay. In the video above I turned off all movement on the player while performing an attack. It now has a weighty feel when attacking and the player doesn’t slide past their intended target.
Result of remove player movement input while attack
Weighted feel added to attack
Player intent is achieved by hitting their intended target
Attack timing is consistently reproduced activation with a static time hold bound to the animation length
Another fun little daily experiment down. Learning more with every idea brought to life.

