Today, we have summoned you to kick off a new series of short interviews with Deathbound game developers from Trialforge Studio. The inaugural Dev Journal will feature a conversation about the Combat System in our new soulslike game. We'll be discussing it with Ítalo Nievinski, Game Director and one of the developers behind Deathbound's combat system.
Can you walk us through the core inspiration behind the combat mechanics in Deathbound? How did you blend souls-like and Action RPG elements to create a unique experience?
Since the beginning, the first inspiration comes from the first Dark Souls title. But we’ve been playing and analyzing many other action RPGs to bring inspiration for Deathbound. Our special blend to the genre is Morphing, which is the ability to quickly transform from one character to another. Morphing is a core mechanic of combat; you can do it during attacks to deliver Morphstrikes or you can Morph-Dodge into another character in a defensive situation. The soulslike players must think with morphs to get through the experience. I believe that the change of perspective of how you approach combat with morph and multiple characters with give the players something very unique and worthwhile.
Tell us more about the party system and skill trees. How does it allow players to shape their playstyle, and what kind of versatility can they achieve by seamlessly switching between fallen warriors?
Throughout the game, you will find the Essence of fallen warriors and absorb them to be able to transform into them. Each Essence has its playstyle, with different moves or spells. You can bind up to four of them forming your party, and Morph into them during combat. In Deathbound you level up using a Skill Tree that affects all the Essences, so you won’t need to individually level up each character. Also, each character you absorb will extend the Skill Tree, unlocking the full potential of the Prisoner of a Thousand Faces. With a diverse party and the player's wits, any situation can be efficiently handled, but it is not a simple problem-solving game, the player's skills will be required, and mastering Morphing will be invaluable.
How does the life background of a fallen warrior affect their abilities and interactions within the party?
The minds and memories of the characters will be inhabiting the same being, and as they have different ideals, beliefs, and morals, some conflicts or synergies will emerge between the characters. Those conflicts and synergies will translate to the game affecting their performance, with some bonuses and penalties. So, when binding the available Essences to create your party, you must consider the relation between those characters and arrange them in a way to get a specific advantage or avoid a specific penalty.
Morphstrikes can be devastating. Can you elaborate on how players can strategically unleash the combined powers of fallen warriors and what kind of tactical depth it adds to the combat?
We have two main flavors of Morphstrikes in the game. During an attack you can perform a simple input for a morph and at the end of the current attack you will transform into another character that will execute a Morphstrike, dealing bonus damage. To do this you spend a slot of what we call Sync, which is refilled when hitting enemies. If you have all Sync slots filled, you can deliver a devastating Special Morphstrike that will deplete most of your Sync. Managing the Sync, making sure you can morph at the right moments to keep attacking or avoiding the enemies' attacks is crucial to succeed in the most dangerous challenges of the game.
How does the environment impact combat, and are there specific areas that players should approach with unique strategies?
As in most games of this genre the battlefield itself is an important part of the challenge and the player needs to be aware of his surroundings before engaging the enemies. Choosing the right Essence to engage in each instance can be the difference between success or utter failure. Some enclosed spaces could be better approached with a dagger, some enemies could be thrown off the ledge with a heavy blow, or a shield could help you manage a narrow corridor. Each character can provide you with a different tool for each situation.
In a genre known for difficulty, how did you balance the challenge to ensure it's engaging and rewarding rather than frustrating for players?
As a matter of fact, we are still balancing it and will be completely focused on delivering a fair challenging experience. Our focus is on providing the player with all the tools needed to overcome the game's challenges, the information needed to understand how it works, and the opportunity to learn how to master the Morphing and all the aspects of Deathbound. The rest must come from the player, our goal is that the ones who put in the effort will succeed. That’s how and why this genre got so much love in the last years and that’s what we believe in.
Finally, a question about implementing martial arts, specifically Capoeira from your home country, into a soul-like game is truly unique. Is there a story behind this decision?
I am very proud of my country and how our people can endure all the difficulties and still enjoy their life with smiles, welcoming each other. So, I wanted to include some strong Brazilian cultural references in the game. However, when my Partner Diogo pitched me the Idea of a capoeira fighter, I had some resistance at first, because it felt too unconventional. But after some thought, I realized that it was not the case. We see a lot of fighting styles in different games, and it works nice, why Capoeira wouldn’t feel nice? It turns out it is not nice, it is freaking awesome, and I am very happy to see the reception, especially from the Brazilians, but also from everywhere else.
Stay tuned for more updates and news as we journey toward the release of Deathbound. Join us on our social media channels and the Steam Community Hub to stay connected and engaged with the vibrant Deathbound Community.
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