Devlog #2
Combat as a Foundation, Not a Feature
Combat is often treated as a layer added late in development. For Tales of the Ancients, we chose the opposite approach.
Why Combat Comes First
Combat defines pacing, space, and player behavior. If combat is deliberate and punishing, the world must breathe — and that shapes everything.
The Role of Stances
Stances introduce intentionality into every encounter. Switching is not about optimization — it is about reading the situation and committing to a choice.
Early Failures
Early iterations leaned too heavily toward complexity. We stripped it down, rebuilt the foundation, and focused on feel. Only after that did depth return naturally.
Combat and World Design
Enemy placement became deliberate. Open spaces gained purpose. Narrow passages became dangerous. Level design started serving tension.