Devlog 25 - Game Feel and Movement Effects

Summary

This was a short update focused on game feel.

I am still working toward the promo video storyboard, but the goal is to build as much of it as possible with real in-game elements instead of only mock-ups.

After planning the promo video, the next step is making sure the real game can support those moments with actual combat feel, readable VFX, and clear movement choices.

The storyboard is starting to turn into a practical checklist for what the game needs to feel good in motion.

What changed?

  • Continued polishing how Jack attacks and moves.

  • Worked on making the speed and impact of combat feel better.

  • Started thinking more about how each movement action should affect gameplay.

  • One idea is a slide bonus based on how far Jack slides.

  • The goal is for movement actions to feel meaningfully different, not just visually different.

  • Continued planning the missing assets needed for the storyboard video.

  • Started listing the VFX and UI elements needed to make the combat easier to read.

Open questions

  • What should make each movement option mechanically different?
  • How should the slide bonus work?
  • Should direction choice be shown with a timer circle, an arrow, or both?
  • How much VFX can be added before the action becomes too busy?

Next steps

  • Continue the storyboard video mock-up.
  • Finish the northeast high-kick animation.
  • Continue enemy art.
  • Make an enemy model sheet.
  • Design two enemy attack variants:
    • melee attack
    • distance attack
  • Add clear enemy attack anticipation.
  • Create VFX for:
    • ground-breaking impacts
    • hit explosions or impact bursts
  • List missing assets from the storyboard.
  • Add UI elements for:
    • timer circle
    • direction arrow
  • Test attack movement while an attack is active.
  • Experiment with attack VFX.
  • Test enemy size changes when hit.
  • Add enemy hit flashes.
  • Increase enemy speed.
  • Implement two enemy attack types:
    • run toward player
    • prepare and attack from distance
  • Add player bonus VFX.
  • Test an aura around the player.
  • Test a violet ribbon effect for player bonus state.
  • Add direction-choice feedback.
  • Test slide bonus based on distance.
  • Find and save the polish reference link.