Yuguang Shi
Game Designer
Soul
Platform:
PC
Tools Used:
Unreal
Duration:
1 Month
Team Size:
1
Overview
This is a third-person action combat demo with a “road movie” episodic tone.
The core combat experience centers on synergy between the player and summoned spirits. Rather than allowing a single character to dominate encounters, the design emphasizes cooperative interaction between the player and AI companions, creating varied combat dynamics through different summoning combinations.
The demo scope includes a small transitional village entrance area and a primary combat arena set in an abandoned schoolyard, reused across day and night states to reinforce narrative contrast.
Players control a Spirit Binder alongside four summonable spirits — each offering distinct combat functions — and face several standard enemy types culminating in a narrative-driven boss encounter.
World Setting
The world is divided into two overlapping realms:
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Day Realm – the ordinary world, where most people cannot perceive spirits.
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Night Realm – an echo-layered dimension formed from lingering attachments, promises, and forgotten memories.
Spirits are anchored echo-beings that long to reconnect with the human world. While ordinary people cannot see them,
those who can communicate with spirits are both relied upon and socially ostracized.
The narrative and gameplay are driven by two thematic forces:
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Attachment-Driven Power – cooperation formed through warmth and emotional bonds.
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Fear-Driven Power – strength triggered by compulsion and unease.
Character System & Roles
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Spirit Binder (Player Character)
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Weapon
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Firearms
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Combat Role
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Ranged DPS + Target Marking Synergy + Battlefield Control
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Ammo Types
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Standard Rounds
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Deal normal damage to human-type enemies and minor damage to spirit-type enemies.
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Spirit Rounds
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Specialized bullets that deal normal damage to spirit-type enemies.
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Special Rounds
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Unique ammo types tied to specific spirits, enabling synergy mechanics.
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Honey Round
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Applies a “Sweetness” mark.
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The Glutton prioritizes marked targets and gains bonuses when attacking them.
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Banner Round
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Granted after the General’s entrance skill.
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Shooting this round summons a battle banner at the impact location, enabling additional skill derivations.
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Battle Power Gauge
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Generation
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Battle Power is generated based on damage dealt by the player.
The amount gained scales with total damage inflicted.
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Unlocking
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When the gauge reaches specific tiers (X stacks), spirits unlock enhanced entrance skills and new forms, increasing their battlefield impact.
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Consumption
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Derivation Skills
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After an Entrance Skill, a QTE window appears.
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The player may consume a fixed amount of Battle Power to trigger a stronger derived ability.
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Active Skills
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Each spirit’s active skill consumes a small amount of Battle Power.
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Special Mechanic – Perfect Derivation
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If the player triggers the QTE at the optimal timing, the derived skill consumes no resources.
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Spirit System
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Core Rule
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Only one spirit can be summoned on the battlefield at a time.
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Skill Template
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Basic Summon
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The player presses a number key to summon the corresponding spirit.
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Entrance Skill
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If the player’s Battle Power exceeds X stacks when summoning, the spirit performs an enhanced Entrance Skill instead of a basic summon.
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Derivation Skill
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During the recovery phase of the Entrance Skill:
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Time briefly slows
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A QTE prompt appears
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The player may consume resources to trigger a stronger follow-up ability
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Each spirit has a unique derivation mechanic requiring player coordination.
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Active Skill
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Press F to command the active spirit to use its skill.
Consumes a small amount of Battle Power.
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Passive Systems
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Backpack Passive
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Shared Regeneration
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When not summoned, spirits regenerate HP over time.
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Spirits
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1.Glutton (Slot 1)
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Role
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Frontline Disruption + Ramp-Up Scaling + Sustain
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Combat Goal
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Establish early synergy between player and spirit through target marking and “devour” mechanics to validate cooperative combat flow.
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Design Theme
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A culinary-obsessed gourmand who treats enemies as ingredients.
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The more “delicious” the enemy (higher stack count), the greater the bonuses gained — which are partially shared with the player.
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On-Field Passive – “Seasoned”
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Enemies attacked by the Glutton receive a Cooking Mark:
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Each hit adds 1 stack (max 3 stacks)
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Stacks last X seconds
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Devour consumes all stacks
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Entrance Skill
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Checks for enemies marked by Honey Rounds:
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If found → Instantly teleports to the marked enemy and uses Devour
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Honey-marked enemies immediately gain 3 Cooking stacks
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If no Honey-marked target exists → Prioritizes the last enemy damaged by the player.
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Active Skill – Devour
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Deals X damage to the current target.
Damage scales based on Cooking stacks. -
If Devour damage exceeds the target’s remaining HP.The enemy is consumed
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The Glutton gains different buffs depending on: Enemy type Stack count
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2. General (Slot 2)
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Role
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Frontline Tank + Aggro Control + Crowd Control
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Combat Goal
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Deepen player–spirit interaction by introducing resource-based derivation mechanics.
Differentiate from the Glutton by emphasizing control and battlefield presence.
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Character Theme
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A fallen war general who died defending his country.
Bound by his vow to protect, he follows the protagonist to safeguard those scarred by war.
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Entrance Skill
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Leaps from the air and performs a ground slam:
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Deals X damage
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Briefly stuns nearby enemies
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Derivation Skill – Banner Strike
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After the slam: Player gains a Banner Round. Shooting the Banner Round summons a battle flag from the sky.The flag, launches nearby enemies upward. Pulls enemies toward its center. The General follows with a massive sword strike dealing X damage
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Active Skill – Guardian Formation
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Generates a defensive banner at the player’s position.
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Enemies entering the area are repeatedly knocked back
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Lasts X seconds
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3. Engineer (Slot 3)
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Role
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Ranged Support + Sustain + Gameplay Modifier
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Combat Goal
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Enhance survivability and expand combat dimensions by altering the player’s engagement style.
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Theme
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A brilliant but overlooked engineer in life.
After death, she manifests as a spirit and builds mechanical companions, including a spider-like mobility rig and turret assistant.
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On-Field Passive
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Her assistant turret randomly fires supportive items across the battlefield.
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Entrance Skill
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Fires 5 healing supply packages toward the player.
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Packages persist for X seconds
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Restore X HP when collected
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Remain active even if the Engineer leaves the field
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Derivation Skill
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The turret charges and fires a massive debuff package toward the area with the highest enemy density.
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Player must shoot the package mid-air
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Upon detonation, it scatters debuff items
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Enemies that touch them receive random negative effects: Stun Vulnerability (next hit deals 2× damage)
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Active Skill – Time Anchor Field
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The turret fires a marker round:
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Generates a slowing field at impact location (X seconds)
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Enemies inside:
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Move slower
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Store a portion of incoming damage
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When the field ends:
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Stored damage is dealt again
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Player damage extends field duration (up to X seconds).
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4. Sword Spirit (Slot 4)
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Role
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Primary DPS + Background Amplifier + Player Damage Enhancer
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Combat Goal
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Introduce a backend scaling system while keeping the player as the primary execution and finisher.
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Theme
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A legendary swordmaster who voluntarily became a spirit to preserve his martial legacy.
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On-Field Passive
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Cannot appear physically. Instead, attaches to the player.
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Abilities unlock through accumulated Battle Power.
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Provides stat bonuses while attached.
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Entrance Skill
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Performs a massive area slash dealing X damage.
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Derivation Skill
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Player channels briefly, summoning a colossal sword from the sky.
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Deals heavy AoE damage on impact
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Active Skill – Possession
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The Sword Spirit attaches to the player:
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Summons 3 flying swords
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Continuously consumes Battle Power
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When the player hits an enemy, flying swords follow up with additional strikes
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Works alongside other summoned spirits
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Ends automatically when Battle Power depletes
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Hold “4” to manually exit
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