{
  "$type": "site.standard.document",
  "bskyPostRef": {
    "cid": "bafyreigxoveinsm3rqpgxfsrcnkairyhbgmwsnxcva6ptuw5hy7vojzkbm",
    "uri": "at://did:plc:thi3zejllihq7dsvvomof33l/app.bsky.feed.post/3mif3e7zuf3i2"
  },
  "coverImage": {
    "$type": "blob",
    "ref": {
      "$link": "bafkreiauwuwj6gugfpoocr4ggsf2qapp2wrelwlolwz332c6thtz4p4ntq"
    },
    "mimeType": "text/html; charset=utf-8",
    "size": 112130
  },
  "path": "/homura-hime-combat-design-dev-interview/",
  "publishedAt": "2026-03-31T15:23:25.000Z",
  "site": "https://noisypixel.net",
  "tags": [
    "Interviews",
    "News",
    "Nintendo Switch 2",
    "PC",
    "Platform",
    "Crimson Dusk",
    "Homura Hime",
    "Playism"
  ],
  "textContent": "Homura Hime is a 3D action game that blends bullet hell mechanics with melee combat, carving out a space between traditional character action and projectile-heavy gameplay. Built around constant movement and pressure, the combat system encourages you to stay engaged rather than play defensively, using mechanics like mobile blocking and skill buildup through well-timed defense. [...]",
  "title": "Homura Hime Dev Didn’t Want Players to Run – So They Changed How Combat Works"
}