My RPG Battles Finally Feel Alive (Devlog Week 10)
This week, my RPG battle system took a big step away from placeholder combat and toward something that actually feels playable. Enemies are now data-driven resources instead of hardcoded values, damage uses real ATK and DEF stats with variance, Defend finally reduces incoming damage, healing items use their own restore values, and battles now have attack lunges, hit flashes, knockback, a visible player sprite, and a live enemy HP display. It is still early, but this update makes the battle system much easier to expand. New enemies can now be added through resource files, and the foundation is finally in place for more interesting combat choices, rewards, and enemy variety.

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