Overview
Starting my personal game design project has been an exciting journey. I chose to remake a demo that began as a university project. This new version keeps the hack-and-slash foundation, but introduces major changes to elevate combat, enemy AI, and story depth.
Combat overhaul
More dynamic move variety and stronger hit-feel less “functional”, more expressive.
Smarter enemy AI
Encounters become less predictable and more engaging, pushing the player to adapt.
A new story direction
Story built to scale—more intentional setup, less spoonfeeding, more discovery.
Make the demo worthy of becoming a full game
- Combat and AI were good enough for prototype, but not for the fantasy.
- I wanted a story that can actually lead somewhere with clearer intent.
- Systems like Marks, Mastery, and Darkos create longer-term identity.
The first demo proved the concept, but lacked the depth and fluidity I envisioned. This version focuses on combat variety, smarter enemies, and a clearer narrative direction for a potential full game.
Original Demo Pitch
This pitch captures the initial direction and intent behind the earlier version.
The remake focuses on deeper combat variety, better AI, and a story setup that feels like it can actually grow into a full game.
Core Experience
The demo aims to keep momentum high while rewarding timing, adaptation, and build identity.
Less downtime
Sprinting reduces “dead time” between points so pacing stays tight outside of combat.
Flashy + controlled
Combos, counters, and cooldown abilities give structure while keeping hits satisfying.
Progression with meaning
Marks & Mastery reward commitment; Darkos asks whether power is worth the cost.
Key Systems
To keep the demo readable (and scoped), I group mechanics into five pillars: Flow, Combat, Risk/Reward, Customization, and Skill Ceiling.
Mechanic I — Sprinting
Hold L SHIFT + WASD while unarmed to sprint. Considered a stamina bar (BOTW), but cut for scope in this demo.
Mechanic II–III — Attacks & Abilities
Attacks split into Basic combos, Counter after a successful defense, and cooldown Abilities (damage, heals, status, tide-shifts). Ability tiers: Basic → Advanced → Master → Darkos.
Mechanic IV — Darkos
Darkos weapons/abilities are extremely powerful but come with consequences (HP drain, stamina loss, defense drop, post-use debuffs). Secondary Darkos weapons use Darkos Charges per hit and cool down when empty.
Mechanic V — Marks
Weapons/shields/armor have slots (rarity-based). Marks provide passive boosts and effects: Offence, Defence, Vitality, and Darkos (mitigates Darkos penalties).
Mechanic VI — Targeting
Kingdom Hearts-inspired “candidate range” prevents camera-disorient lock-ons. Healthbar communicates state: out-of-range → candidate (blue) → locked (green). A sphere trigger in the hierarchy controls candidacy range.
Mechanic VII–X — Mastery, Perfect Defenses, Cancelling
Mastery: abilities level up based on use, unlocking effects over time. Perfect dodge/parry: rewards timing with i-frames, no stamina cost (dodge), enemy stagger (parry), and high-damage counters. Cancelling: interrupt actions to dodge/transition, enabling custom combos.
- Offence: ATK Up, Piercing Strikes, CRIT Up
- Defence: DEF Up, Increased Parry Window, Last Chance
- Vitality: HP Up, Healing Efficiency, Siphon
- Darkos: Diminished Life Drain, Resilience, Controlled Power
- Candidate range inspired by Kingdom Hearts lock-on comfort.
- Healthbar communicates state (no camera-jump surprises).
- Sphere trigger ensures enemies drop candidacy when you leave range.



Media Gallery
Screenshots, GIFs, and UI passes. Duplicate any figure blocks to add more media.






Takeaways
Depth needs clarity
More mechanics only matter when players can read them and choose them intentionally.
Progression should feel personal
Marks + Mastery reward commitment. Darkos turns power into a decision, not a free upgrade.
Scope protects quality
Cutting stamina and consolidating mechanics let the demo land stronger without bloating UI.