For the first of my weekly prototype projects, I’m trying out a mechanic that draws inspiration from Kingdom Hearts, Minicraft, and Skyward Sword. Basically, there’s an energy meter that regulates your attack combo. When it empties, you perform a more powerful attack, but then can’t attack for a little bit. Large enemies require the stronger attack to be finished off, though they still take damage from the weaker attacks. I’ve found that the feel of the system changes significantly when tweaking the timing parameters for the energy meter – how quickly it refills, how long it takes after an attack before starting to fill again, and how big a chunk of it each attack takes. Depending on the parameters, it can feel like a “traditional” combo system (with the result that the energy meter feels largely superfluous), or on the other end something more akin to a rhythm game. Try it out for yourself.