Combat and Exploration System - Figuring Out Holozing's Gameplay

1 comment

cocacolaron14 days agoPeakD3 min read


6dd8ad69-8d08-455c-b8ab-3fe07c9f5bfe.png


Hello Holotrainers!

With the year coming to an end, I wanted to make a post sharing my thoughts again on the future gameplay we'll likely see for Holozing next year. It's possible that by next year we'll have a better idea of ​​the developers' direction regarding all the gameplay aspects of this title.

If there's one theory that fits almost perfectly with what Holozing aims to be as an indie project, it's that its gameplay revolves around a simple yet addictive loop: explore, capture, and upgrade. Nothing too convoluted, nothing artificially inflated, but a clear foundation that can be expanded over time without breaking the game or the community.


wwefwefwef.png


Exploration, to begin with, probably won't be a giant open world, and that's fine. Holozing seems to be aiming more for 2D maps divided into zones or biomes, each with its own visual identity, unique enemies, and specific creatures.

I don't want to drag this out too much, but bear with me for a moment.

You would enter an area, progress by defeating creatures, dodging simple traps, or solving small puzzles, and at the end you would get something valuable: experience, materials, or a rare Zing (creature).

This design favors short sessions, ideal for a game that doesn't want to demand the player's entire life, especially at the beginning when the goal is to attract as many players as possible.



The second step of the loop, starting with the combat system, which I think will be one of the most remarkable aspects of the game, is where I'd like to see some innovation. This is one of the few things the developers themselves have confirmed they're working on, and I must admit that it's quite difficult to create an original combat system these days.

So I think we should shift the focus and make the gameplay more about... capturing. That's where the game can truly hook players. It wouldn't just be about "defeat and that's it," but about making decisions.


dfgergergerg.PNG



Do you capture that common Zing to fuse it later, or do you ignore it and look for something better? Do you risk resources to attempt a rare capture, or do you play it safe? This part can add tension and strategy without overcomplicating the system. Furthermore, if each Zing has small variations or unique abilities, the act of capturing becomes exciting even when you revisit areas.


efd8e79b-12df-4684-a7ec-c80119875fbd.png



Then comes the upgrade system, which I hope they can develop over time and with clear skies ahead—perhaps the most important aspect for keeping people playing. Upgrading wouldn't just mean leveling up, but also unlocking abilities, modifying stats, or even changing how a Zing behaves in combat.



a98ae85f-cd40-4bc4-9ca3-4956a45a2ee7.png


This, of course, opens the door to different builds and personalized playstyles, something key to preventing the gameplay loop from becoming monotonous. However, for my taste, I don't think it's as varied as a roguelike game would be, but I'm not sure how to create a game of that style with a market tied to blockchain technology.

Comments

Sort byBest