{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreigxoveinsm3rqpgxfsrcnkairyhbgmwsnxcva6ptuw5hy7vojzkbm",
"uri": "at://did:plc:thi3zejllihq7dsvvomof33l/app.bsky.feed.post/3mif3e7zuf3i2"
},
"coverImage": {
"$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"
}