Prototype Case Study

Mark of Mastery

A rebuild of my original university demo. Redesigned to push deeper combat, smarter enemy behaviors, and a more deliberate story setup that can scale into a full game.

Hack & Slash Unity Combat Systems Enemy AI Progression & Customization

01 • What it is

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.

Upgrade 01

Combat overhaul

More dynamic move variety and stronger hit-feel less “functional”, more expressive.

Upgrade 02

Smarter enemy AI

Encounters become less predictable and more engaging, pushing the player to adapt.

Upgrade 03

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.
Why a remake?
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.
Old combat baseline
New combat feature: Stagger.
TIP: Click to view
Old AI baseline
Counter-attack after perfect block/parry.
TIP: Click to view
Story reference slot
Narrator adds comic relief.
TIP: Click to view
02 • The original demo

Original Demo Pitch

This pitch captures the initial direction and intent behind the earlier version.

What changed:
The remake focuses on deeper combat variety, better AI, and a story setup that feels like it can actually grow into a full game.
03 • Experience goals

Core Experience

The demo aims to keep momentum high while rewarding timing, adaptation, and build identity.

World flow

Less downtime

Sprinting reduces “dead time” between points so pacing stays tight outside of combat.

Combat feel

Flashy + controlled

Combos, counters, and cooldown abilities give structure while keeping hits satisfying.

Build identity

Progression with meaning

Marks & Mastery reward commitment; Darkos asks whether power is worth the cost.

04 • Systems

Key Systems

To keep the demo readable (and scoped), I group mechanics into five pillars: Flow, Combat, Risk/Reward, Customization, and Skill Ceiling.

Flow

Mechanic I — Sprinting

Hold L SHIFT + WASD while unarmed to sprint. Considered a stamina bar (BOTW), but cut for scope in this demo.

Combat

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: BasicAdvancedMasterDarkos.

Risk/Reward

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.

Customization

Mechanic V — Marks

Weapons/shields/armor have slots (rarity-based). Marks provide passive boosts and effects: Offence, Defence, Vitality, and Darkos (mitigates Darkos penalties).

Clarity

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.

Skill ceiling

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.
Sprinting mechanic.
TIP: Click to view
Mark obtained.
TIP: Click to view
Targeting indicators: Top = No lock, Middle = Target candidate, Bottom = Targeting.
TIP: Click to view
06 • Reflection

Takeaways

Combat design

Depth needs clarity

More mechanics only matter when players can read them and choose them intentionally.

Systems

Progression should feel personal

Marks + Mastery reward commitment. Darkos turns power into a decision, not a free upgrade.

Iteration

Scope protects quality

Cutting stamina and consolidating mechanics let the demo land stronger without bloating UI.