Combat 2D platformers
When it comes to 2D platformers from the different games I have played/ experienced providing a difference experience from game to game and even seeing how x or y system works as it is. Going over the different games and the concepts for the gameplay it performed when it came to x or y combat idea.
Gravity Circuit
Does the usual, "oh hey you hit enemy, they stun" however with this if an enemy has a shield you don't stun them until you hit pass the shield. You can't stun enemies with the hook shot making it where going in close for the hit is your best choice.
Dead Cells
Different enemies react different to your attacks. The enemy type changes how they defensively respond.
1. Melee units; Units that use melee, big and bulky, etc. These units do not care and will power through your attacks melee or not and just eat up the damage. When they do so they're powering through to deal damage to you.
This is done because you are encouraged/ rewarded for using a mix of different weapon and attack types. With this in mind you are encouraged to use range attacks against melee/ bulky enemies or to block their incoming attack with a parry or your shield that or roll.
2. Range units; these guys take hits, however will be stunned and are easier to deal with, most of these units have good ways of freely repositioning nearby such as teleporting in order to be within range to snipe or fire through walls to hit you.
3. AOE; these units usually have round or flat AOE, simple one area of effect tools in their toolkit such as cannon balls to a traveling ground flame. These guys cannot be staggered or stun. These guys you just have to avoid the ground or avoid staying in the air.
4. Charge enemies; these are enemies that charge at you, they're flying enemies to grounded enemies with both serving their purpose with how they challenge you with the fact of don't stay where the hit box is coming for you effectively or with the grounded enemies it's just the case of avoid going for direct issues of attacking them while they move.
5. Shield; enemies with shields on their back, summon shields onto allies expect other barrier creating allies and even carrying shields out in front. These enemies force you to get behind the target and try to deal damage to the target in question.
Hollow Knight
Simple generic, deal damage to them and they get staggered; some enemies you have to smack back their attacks as it were instead of using that opportunity to strike right then and there and wait.
Most of Hollow Knight enemies are based around stopping, running and mostly waiting for an opening.
Cup Head
Shoot projectiles and dodge effectively speaking. That's what it comes down to; oh and also use your dash ability to avoid taking damage. You have a jump parry as well. Enemies are simple and straight forward to deal with combat wise.
Bunny Must Die Chelsea and the Seven Devils
Enemies simple to deal with; you have enemies that don't take stun and ignore your attacks. The game does encourage you to use time stop with your attacks.
You have it where you're given a melee charge attack and a jump and projectile throw attack but both are situational and not useful for direct encounters or only useful for time stop.
Most combat boils down to you using time stop defensively and offensively.
Mario
Combat in Mario is straight forward; see spiky thing, don't jump on it, fire balls, ice balls and turtle shells in most of the games are very useful for hurting enemies.
Using enemies to get around the level by jumping on their heads. The design of the enemy making it straight forward with how you're supposed to deal with them and how you approach an encounter with them with having little to no tools of really dealing with you but being plenty in amount of different enemy types.
Downwell
With Downwell it's simple; spiky enemy, don't land on it. Eye balls and or bizarre looking creature; don't land on it. An animal like bats, turtles and frogs (unless it's jumping) land on it! If you see spikes or eyes then shoot it with gun boots.
Get gem high by collecting as many gems as fast as possible and all rogue-like upgrades revolving around your ability to collect gems, taking damage and or damaging the environment with having environmental pieces that reward you for thinking with the combat encounters instead of blindly jumping at encounters.
Unique encounters that move away from the usual trope of enemies I haven't beaten nor gotten to yet to report back on.
Sonic
Spin dash into enemies, land on enemies and avoid the spikey parts of said enemies. Avoid fire when spit out. Simple to dodge and move but hard to do so when moving fast.
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