Design Notes Dodging Platformer

 with designing a platformer around dodging I start to see the failures and hiccups that make the dodge style gameplay not as fun with the lack of other directional dodging and only horizontal dodging.

The reason I say this even with jumping being a thing is that avoiding a hit is not the same design wise as jumping and the whole mechanical interaction is the usage of interacting with being able to dodge a hit.

Other things is the lack of dodge canceling or the ability to turn off the dodge which in turn would reset the dodge timer and allow the player to dodge even better.

Notes to add on further now that having a system I need to fix and refine for the fast fall dodge and the dodge thrust which sends the player flying up after dodging for the given gameplay sytems.

Finding out that mobility based gameplay is very fun and having gameplay based around those elements is fun as well; however I'm not caring much for the checkpoint system with it feeling like it's breaking the flow of a faster paced game.

Checkpoints feel like they break that flow. The idea of the game is to avoid, dodge and deny. That's the core gameplay loop for the system and building a game around it is the idea.

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