Core Combat Mechanics

Simultaneous Choice System

Fast, readable duels. Players make simultaneous choices—one Attack zone and one Defense zone—then resolve at the same time. The loop is deterministic and replayable; mind-games decide fights, not dice.

Turn loop

  1. Choose: Attack (Head / Chest / Belt / Legs) + Defense (Head / Chest / Belt / Legs).

  2. Lock: Inputs are locked for the round (UI shows “Strike”).

  3. Resolve: Engine applies outcomes based on zones + stats + gear modifiers.

  4. Update: HP, stamina/cooldowns, and status effects tick; next round begins.

Zones & outcomes

  • Clean hit: Attack ≠ defended zone → full damage.

  • Glancing (optional mod): If target has partial mitigation vs that zone, apply reduced damage.

  • Blocked: Attack = defended zone → 0 (or minimal) damage + small counter-advantage.

  • Win conditions: HP to 0, or time—highest HP wins.

Deterministic & auditable

  • No RNG in the core loop. Readability beats randomness.

  • Each round emits a combat log event (JSON) and a rolling hash. Replays are reconstructable from the log; anyone can verify “who won and why.”

Mind games (Yomi)

  • Level 1: “He opens Head—punish Chest.”

  • Level 2: “He knows I’ll swap—fake Belt, guard Head.”

  • Level 3+: Conditioning, pattern breaks, and delayed counters. Skill is prediction + adaptation, not APM.

Timing & UX (mobile-first)

  • Round timer: 6–8s default; keeps pace and prevents stalling.

  • Auto-resolve: If a player times out, safe auto-guard + a default light attack triggers (they’re disadvantaged but not stuck).

  • One-thumb layout: Attack on right, Defense on left, STRIKE centered—optimized for phone grip.

Gear & stats (what matters in resolve)

  • Weapon: base damage + zone bonus.

  • Armor: zone mitigation.

  • Stats: ATK/DEF/speed/effects.

  • Modifiers: set bonuses, elemental runes, temporary buffs/debuffs.

  • PvP duels don’t burn durability (practice freely). PvE raids do (primary sink).

Browser-native, anime-style

  • No installs. Opens in the browser; instant onboarding.

  • Fights play with comic-panel / anime VFX (think portal-raid vibes à la Solo Leveling): impact frames, speed lines, and on-beat captions—maximum drama, minimum load.

Referral system (built-in virality)

  • Instant PvP, no wallet needed. Any player can generate an invite link. The recipient clicks and fights in the browser immediately (guest mode, no connect/install).

  • Post-match CTA → become a Soul. After the duel, the guest sees: Claim a Soul to raid & earn

  • Scale. Invites are unlimited; rewards are uncapped by design (they’re funded from primary sales, not emissions). We can introduce soft daily caps per referrer if needed during growth.

  • Soul NFT = one playable account slot with 1 raid/day. Hold more Souls → more daily raids.

Shareable proofs

  • After each fight we generate a Results Card (like a PnL card):

    • Opponent, rounds, zones hit/blocked

    • Damage dealt, loot earned, crypto rewards from bosses

    • One-click Share to X Social proof drives discovery and keeps the ladder lively.

Why this drives growth:

  • Winner flexes skill → invites others to challenge them

  • Loser seeks revenge → shares card asking for practice partners

  • Spectators see exciting results → click invite link to try

  • Every match becomes marketing content

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