Understanding how to properly use Landing Lag

 I have designed a landing lag system more around the SF series kind of landing lag and Smash however I disliked such systems to an extent with nerfing those aspects and allowing instead a way to cancel and or outright remove landing lag from the equation with the distance trigger condition.

So not only a way to cancel landing lag but it won't trigger unless you fall x amount of feet and continue to keep falling for said such distance. The landing lag can ruin the tempo/ speed of your game. When you're at a high level of skill play for said systems you start to understand you're making something that is going to be too difficult for the average player to deal with/ master.

If you make it too lax you create no meaningful challenge, the solution? Make a middle ground that pleases hard cores and gives them a way of challenging themselves and the casuals a way of just mindlessly going through said challenge. There is no one size fits all suit here, it has the draw back of making it harder to balance/ when the player does fall into the condition or area the hardcores find themselves in that they're going to be facing an issue at hand that'll kick their butt at the end of the day. It's not a simple thing to solve sadly.

The best I can do is make it not so challenging/ hard when players do encounter it versus the players who do thrust themselves in the more difficult position. On the other hand; as the single game dev you find what used to be challenging not so challenging anymore as you're climbing the mechanical complexity ladder at the end of the day along with the number of other gameplay mechanics you need to balance in order to keep the game fun and engaging.

Landing lag should be the tempo killer and create openings, create windows of weakness/ vulnerability.

Comments

Popular posts from this blog

Psychological manipulation #2 Big numbers

Power Creep

Deck Size matters