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← All devlog posts '26 10 08 · DAY 3

#1 Parry every hit of the boss string — chain parry and ultimate staging

A boss string no longer breaks on the first parry. You answer all three blows and only then the counter opens. The ultimate got real staging too.

The first devlog of Project:NS (code name), a 3D action roguelite I'm making on my own.

Chain parry

Before: parry the first hit, the boss staggers, string over. Now the boss keeps swinging. Every blow has its own gold tell, and only the third parry opens the counter.

Parrying all three blows of the boss string. Driven by the automated check.

PARRY → x2 → x3. One parry gauge segment pays for the whole chain.

Ultimate staging

Three beats, letterbox bars, and a two-tone impact frame on the last hit. The name (LONG EXPOSURE) is a placeholder.

The ultimate. Driven by the automated check.

It inverts exactly once. Full-screen strobing is a photosensitivity risk, so we don't do it.

Also in this build

  • Hit stop now eases out instead of snapping back.
  • The mouse stays inside the window while playing and is released on pause (Esc).

About these clips

Nobody played the two clips above: it is the automated check pressing the buttons. Characters are mannequins, the level is greybox, and every name and number is a placeholder.