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Video Games Game Mechanics

Combat Systems

Turn-Based Combat Character Abilities Difficulty Levels Action Combat Real-Time Combat Melee Combat Weapons Survival Horror Stealth Mechanics Action RPGs Weapon Variety Boss Fights Character Progression Character Customization Parkour Mechanics Weapon Types Brawler Combat Skill Trees Boss Battles Abilities Dynamic Battles High-Level Combat Eikonic Challenge Black Myth: Wukong First-Person Combat Soulslike Combat Swordplay and Archery Dueling Mechanics Environmental Interaction Environmental Interactions Continuous Combat Magic Systems Zero-Gravity Combat Role-Playing Elements Aggressive Gameplay Brother Attacks Dimengeon Battle Melee and Ranged Combat AI Improvements Action RPG Role-Playing Games Sword Fighting Hybrid Combat Combat 2.0 Silent Hill 2 Close-Quarters Combat Timing-Based Combat Arena Fighters Manga Influence Naval Combat Tutorials Skell Usage Infantry Character Relationships Inspiration Mobile Combat Gunplay Character Building Action RPG Combat Tactical Combat Combat Techniques Procedural Generation Soul Consumption Enemy Factions Power Progression Time Dilation Elemental Attacks Action-Command Systems Blocking and Sneaking PvP Elements Dynamic Combat Weapon Design Glory Kill System Realistic Melee Combat Classes Team Dynamics Historical Combat Fast-Paced Combat Gameplay Issues High-Octane Action Character Management Summoning Mechanics Weapons and Abilities User Interface Player Choices Insect Glaive 2D Combat Skill Activation Character Design Action-Adventure Boss Design Defensive Strategies Underwater Combat Shell System in Another Crab’s Treasure Weapon Balancing Character Movesets Sword Combat Magic and Gunpowder Tactical Pause Sekiro

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