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
Choose: Attack (Head / Chest / Belt / Legs) + Defense (Head / Chest / Belt / Legs).
Lock: Inputs are locked for the round (UI shows “Strike”).
Resolve: Engine applies outcomes based on zones + stats + gear modifiers.
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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