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The combat deflection mechanics in this game by @poohcom1 are actually crazy good. Just look at this gameplay. It plays like a perfectly choreographed pixel film that bends to your will. Phenomenal work. Please give this one a look! #IndieGame #IndieDev #GameDev #PixelArt #ActionGame #CombatDesign #GameFeel #Roguelite #HackAndSlash #Steam #SteamDeck #PCGaming #Gaming #VideoGames #GameTrailer #GameplayTrailer #UpcomingGames
made some minor changes to the steam page and teaser, which gives me an excuse to ask u guys to go wishlist False Princess Iruruu xD if u like #pixelart and sekiro this game is for u (steam link in reply)
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I just posted a #DevLog on #itch about my process designing a turn-based combat system that replaces HP as the objective by status effects. If you're interested, please check it out and let me know your thoughts! #IndieDev #GameDev #CombatDesign matteozoda.itch.io/gd3protot…
After trying my hand at designing turn-based combat systems for RPGs, I decided to experiment and find a way to twist the genre: getting rid of the concept of HP and make a combat system where the goal isn't to kill your enemy, but to manipulate their emotions. Link down below!
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I had a ton of fun with weapons in Witherbloom, a thrust with a sword is one of the more versatile attacks you can do in life, often put at the of a combo in games. Here I had the opportunity to put it as the first alternative attack like I always wanted. #animation #combatdesign
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Some more highlights of the combat system we have been building in Witherbloom, some range and AOE skills plus some special enemies and mini bosses. #animation #combatdesign
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After more than 2 years working on Witherbloom we finally reached our first demo, which means I can share some of my work. I have been slowly moving into #combatdesign so here you can see some of the work I have been putting together alongside my #animation. #indieDev
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⚡️ NEW: Design combat systems for an upcoming Blizzard title! ⚔️ 💼 Senior Combat Designer, Unannounced Project 🏢 Blizzard 🇺🇸 Irvine, CA 📃 Full Time 🎚 Senior 🏷 #CombatDesign, #GameDesign 💵 USD 97,200–179,900 per year Apply here 👇 hitmarker.net/jobs/blizzard-…

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CAMP: PROTOTYPE Tonight’s progress: ⚡ enemy wave spawning ⚡ combat polish ⚡ overcharge system ⚡ death effects ⚡ arena glow pass Starting to feel less like a prototype and more like a real game. #gamedev #indiedev #unity3d #indiegame #solodev #indiegamedev #combatdesign
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⚡️ NEW: Design combat systems for the next BioShock title! 👊 💼 Combat Designer (Gameplay) 🏢 Cloud Chamber 🇺🇸 Novato, CA 📃 Full Time 🎚 Intermediate 🏷 #GameDesign, #CombatDesign, #BioShock 💵 USD 78,900–116,760 per year Apply here 👇 hitmarker.net/jobs/2k-combat…
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⚡️ NEW: Design combat systems for Intergalactic: The Heretic Prophet! ⚔️ 💼 Senior Game Designer (Combat) 🏢 Naughty Dog 🇺🇸 Santa Monica, CA 📃 Full Time 🎚 Senior 🏷 #GameDesign, #CombatDesign 💵 USD 145,100–181,400 per year Apply here 👇 hitmarker.net/jobs/naughty-d…

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⚡️ NEW: Improve combat systems for the biggest MMO of all time! ⚔️ 💼 Combat Designer, Systems - World of Warcraft 🏢 Blizzard 🇺🇸 Irvine, CA 📃 Full Time 🎚 Intermediate 🏷 #CombatDesign, #GameDesign 💵 USD 29.81–55.14 per hour Apply here 👇 hitmarker.net/jobs/blizzard-…

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Anticipation. Action. Aftershock. Layered feedback, camera kick, particles, and sound make every strike hit harder. This is the game feel we build at Formless. #GameFeel #CombatDesign #UnrealEngine
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Smarter combat AI. Enemies now push for high ground — and it shows. New problem: when both sides jockey for position, fights can turn into awkward “leapfrog” situations. Now it’s a design question. #gamedev #indiedev #CombatDesign #GameDesign #TurnBasedTactics
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Game developers often struggle with satisfying combat against gun-wielding enemies. It's a challenge Resident Evil smartly sidesteps, acknowledging AI limitations. The key might be avoiding those direct confrontations altogether. #GameDev #CombatDesign
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I worked on Furi (2016), a game built only around boss fights. Here’s what actually makes a boss memorable: Full breakdown: open.substack.com/pub/cronos… #Furi #GameDev #GameDesign #IndieDev #BossDesign #CombatDesign #IndieGameDev #GameDevelopment

ALT Furi Bunny GIF

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Dev Sprint Log : Hour 10 Dialing in #VR melee combat: Balancing tension, pacing, and player power without tipping into chaos. The goal? Combat that feels dangerous, fair, and addictive #VRDev #GameDev #IndieDev #VirtualReality #CombatDesign #LevelDesign #AI #Unity3D #MetaQuest
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This light combo sequence focuses on speed, clarity, and movement flow. Because the best combos are the ones players want to repeat again and again. Which game has the most satisfying combos? #GameDev #GameDesign #CombatDesign #Gameplay #CharacterAnimation #GSStudio
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Behind the fight: Evil Mage development footage. ⚔️ Internal combat testing in action—teleport mechanics, dodge timing, skill feedback, and performance validation under live conditions. Refinements complete. More updates soon. #Warvox #GameDev #BossFight #CombatDesign
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hay hay! been tweaking hitboxes so they behave with all kinds of attacks — tracking bones, locations, all that good stuff… mostly to save future-me some pain 😅 now I’m tempted to extend melee a bit… finishers? special moves if Mandy’s surrounded? gap-closers? all the fun stuff 👀✨ oh and Mandy’s voiced by @Eager_Passion go give her some love 💕 gamers: what kinda combat extras do you enjoy most? finishers, crowd moves, or mobility skills? #IndieGameDev #GameDevLife #ActionGame #CombatDesign #UE5
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Dev Log: Working on enemy attack VFX. ⚔️ The sharp aura of the spirit and the heavy strike of the cultist. Polishing the effects so you can really 'feel' the pain upon impact, even in pixels. Get ready to face these blows yourself. The Official Demo drops tomorrow (Jan 20 KST). 🎮 Wishlist on Steam: store.steampowered.com/app/3… #PixelVFX #GameDev #IndieGame #CombatDesign #VoidDiver #도트 #이펙트 @studionemo_de
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