P PlyHolt

First experiment: a combat tech demo

By PlyHolt 1 min read
#combat

The plan for this studio has always been two tracks: a flagship built slowly, and small experiments shipped alongside it so the studio stays honest. The flagship is still deep in construction — months of work before there’s anything worth showing. So the first experiment is up: a combat tech demo.

What it tests is the feel of a battle loop. Pull back, release, and let attribute matchups decide the damage. One stage, one party, one fight. It’s portrait-shaped — built with a phone in mind, but it runs anywhere the browser goes.

To be clear about what it is not: it’s not a game. There’s no progression, no second stage, no polish pass. It’s the core interaction of a bigger project pulled out and made runnable, so it can be judged on its own — does the pull feel right? Does the matchup math create choices worth thinking about?

Those questions get better answers in public. Bugs and placeholders are expected; when the real game this loop belongs to is ready, the demo page goes away.


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