Solo developer here. Building this in UE5. Want feedback on whether the core concept is fun and distinct before I go deeper into production.
The core combat concept:
The player finds a sword that absorbs and harnesses elements. Four elements total, fire, water, lightning, and steel. Each element has a standard form and a supercharged form that transforms the player visually and unlocks a completely different move set.
Standard fire is orange, fast aggressive attacks and area burns. Supercharged fire turns white and gives the player a white flame form with devastating AOE abilities.
Standard lightning is yellow, quick strikes and fast traversal. Supercharged lightning turns blue and lets the player transform into a living lightning bolt for insane movement speed and summoned storm attacks.
Standard water is blue, fluid defensive and ranged play. Supercharged water turns red, a blood water form that is aggressive and overwhelming.
Standard steel is silver, primarily defensive and counter based. Supercharged steel turns crystal and diamond, an almost unbreakable form that can only be broken by fire.
The sword can also be thrown and called back at any time. Enemies have elemental affinities and the four elements have a counter system. Fire beats steel, steel beats lightning, lightning beats water, water beats fire.
The UI has a health bar and four separate power bars in the bottom left, one per element, showing remaining ability charge for each.
How you get the powers:
The sword absorbs pure magic. The strongest practitioners of each element in the world carry a concentrated pure version of their ability. Defeating them transfers that element to the sword permanently. Some of these encounters are willing transfers, some are corrupted enemies, and some are neither, people who are not evil and not controlled but whose power the sword needs, forcing a difficult choice.
The post-game split:
At the end of the main game the player chooses between light and dark power. This does not replace the four elements. It transforms them. Fire touched by light burns and heals simultaneously. Fire touched by dark consumes completely. Each element changes based on the choice.
Light powers focus on healing, speed, and restoration. Dark powers are brutal, overwhelming, and rageful. The post-game story and enemies differ based on which path the player takes.
The companion mechanic:
The player travels with a companion from early game who gradually reveals himself to be the true antagonist. He has his own agenda running in parallel to the player's journey the entire time. The player gets hints throughout but no confirmation until a late game reveal.
What I want feedback on:
One — does the elemental counter system add strategic depth or does it feel like a rock paper scissors gimmick? How would you want it to feel in actual combat?
Two — the supercharged forms. Do four distinct visual and mechanical transformations feel like genuine variety or too much to keep track of? Would you actually switch between all four or just find one you like?
Three — the post-game split. Does transforming existing powers rather than replacing them sound satisfying or would you rather have entirely new abilities in the post-game?
Four — the companion betrayal. Long form companion who turns out to be the real villain is a known trope. What would make it feel earned rather than cheap to you as a player?
Not looking for hype. Looking for what does not work and why.