Lunarium’s combat is built around controlling both swordplay and magic at the same time. How did you design encounters around this dual-character structure without overwhelming the player?

Jixiang: Our core philosophy was to make players feel as though they were controlling a single character—or at most, alternating naturally between two. We designed the two characters so their actions don’t overlap, and we deliberately avoided mechanics that reward players for controlling both characters simultaneously.

This keeps the amount of input and information manageable, even during complex encounters. At the same time, players can still enjoy the feeling of the two characters fighting together while maintaining a clear understanding of the battlefield and making deliberate tactical decisions.

The pitch highlights precision-based combat, including parries, timed dodges, guard breaks, and spellcasting. How do animation, VFX, sound, camera behavior, and input timing work together to make those actions feel readable and satisfying?

Jixiang: To be honest, this wasn’t an area where we had extensive prior experience. We learned mainly by carefully studying outstanding games made by developers we admire, then repeatedly testing, refining, and polishing every aspect until it felt right.



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