Our "non-combat" system comments have created some great speculation out there. Mikey noticed this awesome comment from Richard Kettering over in the Touch Arcade comments:
"Lili will use a "non-combat" system for battling with enemies" – speaking as a dev, it's unfortunate that damn near all games have to rely on killing stuff, simply because "subtracting from a count of hitpoints" is so easy to code, in a world where coding is so difficult that one is lucky to get anything out the door. For better or worse, the coding complexity problem is intractable, but at least it'd be nice to see some thematic efforts to dress up "depleting a number" in something other than killing.
One brainstorm idea that just occurred to me, from seeing the trailer, is clockwork enemies who are far to tough to damage – but who only have a certain amount of windup, and every action they take (especially anything requiring lots of strength) depletes it until they grind to a halt. Where "combat" is about the same depth of fast-paced movement, but rather than attack, it's about evasion. Or possibly about gumming up the works.
Hopefully someone makes a game out of that idea.
Really cool idea Richard! It's not anything like that, mind you, but that's a damn fine theory you have there. Too cool.