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UX Case Study · Solo Combat Feel

Dharma of the Fallen

A solo combat-feel sprint: design and iterate readable signifiers for the chakram, enemy threats, and player damage—scoped to what one month could ship and teach.

Role
Solo Designer
Timeline
1 Month
Scope
Combat feel prototype
Focus
Signifiers, readability, iteration
4Weeks in Production
1Designer
3Combat Systems
1Vertical Slice

01

Constraints

What bounded the month—team size, time, and what “done” had to mean for combat feel.

02

Pitch for Those Constraints

The creative frame that made the scope playable: fantasy, core loop, and what players should feel in the first minute.

03

Chakram Mechanic

Throw, recall, and hit feedback—the primary verb and how players learn it without a tutorial dump.

Signifiers & gameplay videos

Playtesting feedback

How I incorporated feedback

04

Enemies

Threat readability—wind-ups, telegraphs, and how encounters pressure the chakram loop.

Signifiers & gameplay videos

Playtesting feedback

How I incorporated feedback

05

Player Damage

Taking hits—signifiers for damage states, i-frames or recovery, and whether failure reads as fair.

Signifiers & gameplay videos

Playtesting feedback

How I incorporated feedback