VERLIES III - Resurrection · published

When I started designing VERLIES III's combat system, I asked myself a simple question:
Why do so many RPG battles eventually become boring?
After a few hours, weaker enemies often stop feeling like a real threat. You defeat them almost without thinking, simply because they're standing in your way.
I wanted to avoid that.
My goal is for every encounter to feel like a real duel. No matter what enemy stands before you, you'll need to stay focused. A single mistake, poor timing, or overconfidence can quickly put you in danger.
To achieve this, every weapon you discover comes with its own unique skills. The more powerful a skill is, the more demanding its input sequence becomes.
Monsters follow exactly the same rules.
At the beginning of every battle, both your skills and your opponent's are shuffled into a dynamic turn order. When one of your skills comes up, you'll need to perform its corresponding inputs. When an enemy skill is activated, you'll instead need to enter the opposite inputs to dodge, parry, or block the incoming attack.
The time you have to react isn't always the same. Among other factors, it depends on the level difference between you and your opponent. Against weaker enemies, you'll have more time to read their attacks and react. More powerful foes, however, will leave you with far less room for error, making every duel even more tense.
The goal isn't to test how fast you can press buttons, but how well you can keep your composure under pressure. You'll constantly alternate between attacking and defending, without ever being able to simply mash a button until victory.
This system is designed to make battles engaging from the beginning to the end of the adventure while giving every new weapon its own distinct identity.
If VERLIES III sounds interesting to you, don't forget to add it to your wishlist. It's a small gesture that helps the project tremendously.