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Best mechanics for spinning samurai games? Need advice on combat systems
samuraigame designcombatmechanicsaction rpg
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15.09.2021
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15.09.2021
Messages: 221
Dmitry_IT Topic author
18.01.2025 07:17
I've been looking into developing a game concept centered around samurai combat, and the 'spinning' element is key to the feel I'm going for. Specifically, I'm trying to nail down the combat mechanics. Should the spinning be limited to specific weapon types, like a spinning tanto or a chakra-style move, or should it be a general movement mechanic that affects all attacks? I'm worried about making it feel too repetitive or too complex for a casual player. Any experienced game designers who have worked with action RPGs or martial arts combat would really appreciate some input on balancing the spinning aspect with traditional swordplay. Thanks in advance!
13 Answers
06.08.2022
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If you make spinning a general movement mechanic, you risk making every attack feel identical. Consider making it a 'parry extension' mechanic instead. Instead of just blocking, the spin allows you to redirect the opponent's momentum into a counter-attack. This adds depth without making it mandatory.
27.08.2022
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Re: I think limiting it to specific weapons... I agree, but you need a system that *rewards* the player for using the specific weapon's spin. Maybe a resource meter that builds up when you use the weapon correctly, allowing for a powerful, limited-use spinning attack.
29.05.2022
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Posts: 919
The core combat loop should prioritize rhythm. The spinning element should be a rhythmic break from the standard swordplay, like a 'stagger' state. It's a temporary window where the player can execute a flurry of spins to interrupt enemy combos, rather than being a permanent attack type.
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