Iron Blade is a medieval horror hack and slash ARPG released on multiple platforms.

I mainly worked on various combat modifier systems progression and inventory systems, and game modes with the main chunk of my time being devoted to the scoring/player rating system that dictated how well they performed in combat. Some more detailed examples of the work can be seen bellow.


Combat Rating System

This system was built into core game experience to measure player performance based on how quickly/efficiently they completed levels which would measure damage dealt over time to rate players and award them with an appropriate “medal” each with specifically allocated rewards.

It was initially measured as a "kill velocity or ratio" that tracked what percentage out of X% of the collective enemy HP count (per mission)  had been "removed" at any given time and compared it  against a desired threshold for each rating. This was represented as fill up meter on the HUD to help players track progress and was set to deplete over time at a set ratio if the player was not dealing any damage within a certain timeframe.

A total of three possible ratings, were available presented as  medals, Bronze -> Silver -> Gold- lowest to highest, with each greater one giving a higher number of rewards. Players had to sequentially achieve each medal in order to progress to the next.

The feature was eventually simplified to a basic countdown timer variant where players would simply need to finish the level as quickly as possible in order to not miss threshold times set for each medal.

Daily Dungeons

Daily Dungeons were day-specific events that were designed to rotate on a weekly basis, with each day having its own dedicated arena, with specific rewards for completing them. They were mostly designed as an additional way to engage players wanting to farm for upgrade recourses.

Players could choose from 3 difficulty levels each with a proportionate resource cost required to actually play.

Due to this the rewards were also proportionate to the difficulty level with higher difficulties yielding more numerous and higher level of rewards.

Each dungeon was designed to have 4 waves of enemies whose numbers and levels increased exponentially after each wave, with the final wave being a Boss battle.

Each dungeon also had a particular element as a thematic focus for enemy encounters and final rewards, depending on the day.

Mock up representations of the original design 
Count down timer variant in final game