In many traditional fighters, such as anime-style games, players can build meter by whiffing normals or throwing projectiles that hit the opponent. In Fight Palace, we want to offer a fresh take on meter management that encourages more deliberate and engaging play.
Our system would focus on the following:
- No NRG gain from whiffing normals. Instead, players gain NRG by successfully hitting or getting blocked, with a combo multiplier influencing how quickly the meter fills up.
- NRG gain from special move execution. While specials build a significant portion of the meter upon execution, there is no additional NRG gained from them landing or being blocked. This keeps the bar growth more skill-based and responsive to successful combat interactions.
- Players under 30% health will benefit from a gradual NRG regain up to one bar, giving them a chance for a comeback but still encouraging active play to earn the rest.
By shifting the focus to hitting or getting blocked rather than whiffing, we aim to create a more dynamic combat experience. This system discourages corner fidgeting and promotes continuous action, ensuring that every move has weight and purpose in the flow of combat.