Slay Together Combat Study #1
Attacking
A simple 3 hit system where the last hit deals the most damage. When going from a bow performing two hits then a hammer, you'll hit the last hit off performing the third hit animation.
Blocking
Blocking a hit will reset your combo but not switching to another weapon in hand.
Enemy attacking
Enemies are designed to charge up the red area before hitting you.
Healing items?
Anyway of healing yourself is designed for punishing healing, making it where the game doesn't encourage you to use healing items even if you have a lot.
Dodging
This is the main bread and butter of the game even though it lacks depth, the dodge system is made the most effective way to avoid damage in this game.
Armor
Armor is useless with it not protecting you and with enemies performing so much damage it is, the armor is made useless.
Conclusion
It's a combat system that discourages getting hit while having armor/ other defensive options made useless, it's not a game that rewards passive defensive uses and more on the active defensive play.
What I learned from this combat system is not to fall into the same trappings with the given design of the game, make armor too weak and people won't use it, make armor too strong people will over relay on it.
Stun
Stun abilities exist to stop enemies from attacking.
Make one game mechanic too strong, people will use it to death unless that's your intent for the given system.
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