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Showing posts from May, 2026

Succubus and the Sword Combat Study

  Succubus For the combat you have not much in terms of depth but actual gameplay synergy between tools; you have your ability to charm humanoid monsters as a tool and you have ranged combat tools but also a close up melee tool. Your melee is far less effective but no mana cost. Meanwhile your useful ranged tools cost mana. If she was a fighting game archetype I'd say she plays like Ryu, an all around character. Boss fights Boss fights after the 1st one, are way too long. Way too tedious, and have few ways of actually beating the boss fight because of how tanky the boss is. None of your items genuinely come into play outside of the sword, and fireball. Even then you'll run out of fireballs before defeating them forcing you to still mostly use the sword. I hadn't fought the last boss but from what I saw online at least; similar problems exist and even worse for the later on boss fights. Enemies Enemies are simple in this; up close attacks, and ranged attacks. They have very ...

Game Design Taboo #1 lazy recolor

 The issue itself isn't the recolor but rather that many games and MMOs tend to just recolor and re-shade the enemy. This isn't the only issue; the main issue is, that recolor doesn't come with any gameplay changes. No increase in HP, dmg output, and more. You need interesting changes or even simple changes; things that force the player to learn or consider combat from a different perspective. Think about it like this; would you like a puzzle in Portal if it was just a different colored room like a blue room instead of it's normal look? No, you wouldn't because the gameplay is outright the same, no real difference. You need differences, something that makes the player tackle the content in a new way or a new manner. So many MMOs do this sin, when in reality it's not hard to make minor changes that makes the player not have to grind the same mob but a slightly different mob.

Enemy Design Study Snail Turtle Cannon #1

 The hybrid zoner/ trapper enemy type with breaking these enemy types down into archetypes to help clarify their abilities/ usage. The set up creature as it were; having creature types that set traps and keep the player at a distance, these playstyles opening up other ways of fighting the enemy. These enemy types allow for keeping the player at a distance and even keeping them from going into the air too fast. Combining the shotgun move allowing for anti-air and a grounded slime trap you have a double whammy now. That's for the blue shell enemy. For the red shelled enemy you have a singular firing and of course slower firing for the blue shelled enemy. These enemy types allow for more ways to tackle combat and overall make an interesting experience for fighting overall. Challenging the player's ability to move and avoid damage through the environment and the actual enemy attacks themselves being important. Mind you combing the features from the slime trail with something like t...