Exaucé Zaghombila
Game Designer
Mercenary
Context : 7 weeks solo project
Engine : Unreal Engine 5
Mercenary is a prototype for a Third Person Action RPG, focused on Combat.
The goal of this project was to explore how to design and implement a Combat System that feels intuitive, fluid, fun and engaging to play.
It was also a way for me to practice for creating satisfying Feedback and player Responsiveness, while keeping the Mechanics accessible.

Character
A Third Person perspective was chosen to give the player a better overview of their surroundings. This wider field of view provides more information and helps the player react more quickly during combat.
The camera is slightly offset to the right, allowing better visibility of enemies directly in front of the character and improving spatial awareness in combat situations.

The light attack combo consists of four quick strikes that deal low damage.
The heavy attack combo consists of more powerful strikes that deal higher damage.
A running attack is triggered when the player attacks while sprinting.
It adds a sense of dynamism, making the combat feel more energetic.
All these attack variations were designed to offer the player multiple options in different situations, all while maintaining clear and fluid combat interactions.
When the player's ultimate bar is full, they can activate Rage Mode.
In this state, the player gains access to a new, more powerful and devastating combo.
They also gain a new ability : the projectile slash.
This lets the player launch energy projectiles at their enemies, adding a ranged attack option during Rage Mode.
The idea behind this mechanic is to give the player a strong sense of power while providing impactful visual and audio feedback to enhance the overall sensory experience.
Adding the projectile slash also introduces new strategic options for approaching combat.
Roll :
The player can perform a roll to dodge enemy attacks. This move requires precise timing to avoid damage and provides a brief moment of invincibility, allowing skilled players to evade and reposition during combat.
Combat Mecanics
Target System :
The player can lock onto a target to face it directly, with the camera remaining focused on that enemy.
He can also switch between nearby enemies, allowing better control and strategic positioning during combat.
Input Saving:
This mechanic improves the flow of combat by preventing input loss and frustration, making combos feel more responsive and allowing players to focus on strategy.

Motion Warping :
This reduces frustration from missed hits due to slight positioning errors and keeps the combat feeling tight and responsive.

By smoothing out the distance between the player and enemies during attacks, it also enhances immersion and makes the gameplay feel more polished.
Parry System :
The player can perform a parry by timing a block perfectly.
They can counter melee attacks as well as reflect incoming projectiles back at enemies.
The parry rewards the player’s precise timing by granting a combat advantage and delivering satisfying visual feedback.
Countering both melee attacks and projectiles adds dynamism and makes the parry useful in many situations, increasing its flexibility and strategic value.
Attack Indicator :
A system designed to signal upcoming enemy attacks to the player.
Its purpose is to provide immediate information without breaking the Flow of Gameplay, helping players anticipate and react accordingly.
By giving clear and timely visual and audio cues, the system enhances player awareness and decision-making, reducing frustration and making combat feel fairer and more engaging.
Enemy AI
Skeleton Warrior
A close range melee enemy armed with a sword. Upon detecting the player, it immediately transitions into an aggressive state and attempts to engage in direct combat.

Skeleton Wizard
A ranged enemy specialized in long-distance combat. Upon spotting the player, it launches magical projectiles to keep its distance while applying pressure.

Enemy behavior is coordinated through a dedicated Combat Manager, an Actor responsible for managing how and when enemies can attack the player. This system helps create more strategic and readable encounters.
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Attack Token System:
The Combat Manager controls which enemy is allowed to attack at any given time using a token-based system. Only the enemy holding the token can actively engage the player, while others must wait for the token to be released before taking their turn. This avoids overwhelming the player and encourages more dynamic pacing in combat.

This system prevents too many enemies from attacking at the same time, making combat more readable, organized, and realistic from the player's perspective
Closing Words
This project was both a valuable challenge and a rewarding experience.
It taught me that designing a Combat System goes far beyond triggering animations and applying damage, it’s about carefully shaping every element to ensure the Gameplay feels smooth, impactful, and satisfying.
Throughout the process, I gained a deeper appreciation for mechanics and systems that often go unnoticed, like Input Saving, which greatly enhance the player's experience when implemented well.
Playtesting also played a key role in refining the Gameplay, helping me identify and fix issues in order to deliver the best possible feel and responsiveness.
Working on this project reminded me why I admire games with strong Combat Systems, and it was incredibly fulfilling to learn how to create one myself.
I also developed a better understanding of Game Feel, especially how sound design and VFX contribute not only to the visual impact, but also to Gameplay clarity and player Feedback.
Thank you for taking the time to read!