fundamentals for designing engaging PvP interactions

Core Gameplay Actions

vs

Two ways to threaten, three ways to answer, and the mind game between them. A case study from No Rest for the Wicked.

reference: refining gameplay & feel

The anatomy of an attack

core gameplay actions

Offensive verbs: sweeps and thrusts

Drag your token, or try:

Drag the blue token around either arena
core gameplay actions

Defensive verbs

Block

2Guard while held

Hold to absorb. Costs stamina, and heavy hits push you back. From Elden Ring.

Dodge

2I-framesRecovery

A long roll that’s invincible on the way. Beats everything, but the recovery gives the initiative back. From Elden Ring.

Quickstep

2moverecFree to punish

Faster, shorter, and Fully vulnerable. Step the right way and counterattack. Guess wrong and you’re hit.

Press → to add the third option
quick steps weren’t new to No Rest for the Wicked…

…but they used to be overpowered dodges

Every cell is worked out from the same hitboxes as the other slides. Hover a cell for why.

core gameplay actions

Sidestep a thrust. Backstep a sweep.

Read your opponent

You
Stamina
Opponent

Your decision map
from the Forsaken ability mockups

The verbs, as animated in Spine

Sweeps

Thrusts

Defense

Other strikes

what the mapping revealed

Every option has a counter

ThrustBeats a backstep (long reach)Loses to a sidestep (narrow)
SweepBeats a sidestep (wide arc)Loses to a backstep (short reach)
BlockCheap against thrustsDrains stamina against sweeps
DodgeSafe against everythingBut the attacker resets first
QuickstepThe highest rewardOnly if you read the attack

Dodge stays a universal but weaker answer. The best answers are situational, so players have to read each other. That’s the mind game.