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​​
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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.
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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.
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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.​​​
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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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