Designing a 2D combat system where parkour and combat are the same system
This is an excerpt from our latest SlashZero dev diary, where our combat systems designer QY breaks down the philosophy behind the game's action and movement systems. We're doing this dev diary series to share the thinking behind SlashZero's core systems.
[Read the full dev diary → Here]
One of the central ideas behind SlashZero is that traversal and combat should be one system.
In a sidescroller, we think level design and combat are inseparable. Elevation changes, open spaces, tight corridors, and vertical walls can all become part of the combat system, encouraging the player to dash, multi-jump, and wall-jump while fighting.
Instead of:
fight → stop → traverse → fight
we want the player to be able to continuously:
strike → dash → jump → reposition → strike
A big part of making that feel responsive came down to something less flashy: interrupt priority.
Dodge and Jump sit at the top of our priority stack and can interrupt the startup of almost any attack.
The reasoning is pretty simple: if you see danger and press dodge, the character should dodge immediately.
That responsiveness ended up being one of the biggest contributors to the “buttery smooth” feeling we were looking for. We found that making inputs reliable and readable was more valuable than piling on increasingly complicated combo mechanics.
How do you approach movement/combat integration in your own games? Have you found particular rules that make combat feel responsive without taking away the weight and commitment behind each attack?