
Tomorrow's Problem is an isometric game with focus on combat. This was a week long project and an entry for the 2025 Epic Mega Jam.
Gameplay Preview
Platform | PC
Playtime | 1 Minute
Engine | Unreal Engine 5.6
Download | itch.io
Duration | Oct 2025 - Oct 2025
Team Size | 5
Roles | Combat Designer
Responsibilities
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Worked Implementing and Designing the movement and camera system.
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Designed and implemented attacks and combos.
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Worked on tuning combat to be engaging and fun.
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Worked on bug-fixing and playtesting the game's mechanics.
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Merged work made by different people in the team.
The Combat Component
The combat component is an actor component that handles most of the combat functionality in the game. This modular component can be added to any actor, and that should automatically enable said actor to be a playable character. The component holds the combat functionality and animations. Those can be changed in each actor in the editor to quickly change the attacks, weapons and movement options without needing extra code. This means that, if you want to create extra playable characters, as long as you put the combat component, and then add the animations you want the second character to have, the new actor should automatically be playable as a second character. This is the core of the combat system, and where all the magic works.

The Combo System
I had the responsibility of designing and implementing the combat mechanics in the game. So, let's talk about the combo system.

In this project, the player can perform two main types of attacks: punches and kicks. Punches are fast, light attacks that deal less damage, while kicks are slower but deliver higher impact and propel the player forward. Each attack type features a three-hit combo, allowing for fluid and responsive combat. By creatively mixing punches and kicks, players can extend their combos and discover unique attack sequences that reward timing and experimentation. The different types of attacks interact in 2 major ways: Punches -> Kicks increases the attack index so Punch 1 -> Kick 2 -> Kick 3 would be an example of mixing those attacks. However, Kicks -> Punches keep the attack index the same, allowing for combo extensions, for example Kick 1 -> Punch 1 -> Punch 2 -> Kick 3, this allows the player to have some fun interactions between those types of attacks.
Combo Examples
Punch 1 -> Punch 2 -> Punch 3
This is the full punch combo. quick and good for non committal engages and to get used to the combat system.

Kick 1 -> Kick 2 -> Kick 3
This is the full kick combo. slower but more rewarding, good for punishes and engages from further away.

Punch 1 -> Kick 2 -> Kick 3
A combo that starts with a quick attack but has a stronger finisher. Good to cash out on damage while not being too committal.

Punch 1 -> Kick 2 -> Punch 2 -> Kick 3
An example on how to extend combos, when moving from a Kick attack into a Punch attack your attack index stays the same. This allows the player to do more attacks in a string when properly selecting their moves.

Kick 1 -> Punch 1 -> Kick 2 -> Punch 2-> Kick 3
The heaviest hitting combo in the game without special attacks. This maximizes the strings in the combo system and allows the player to unleash a flurry of attacks. However, it has a lot of long lasting moves, leaving the player vulnerable in scenarios with a large number of enemies or against stagger resistant foes.




