Spellbound Exploration
Patterns:
Design Problem:
Traditional blocking and dodging mechanics often limit defensive play by making it purely reactive and passive, leading to a lower skill ceiling and putting defensive-minded players at a disadvantage in combat games
Pattern Description:
Introducing parrying into combat games is more than just adding another button press—it’s a comprehensive design decision that reshapes how players approach conflict. In traditional combat systems, offensive strategies often dominate, and defensive tactics can feel reactive or secondary. By implementing parrying, developers create a mechanic where defense is not merely about blocking or evading but about actively countering an opponent’s moves.
Design Problem:
How can game designers create a satisfying, free flowing, or otherwise powerful movement system for the player while maintaining balance with all the other systems in the game?
Pattern Description:
One way of creating a balanced but still satisfying movement system is to give the player a large variety of movement mechanics, like grappling, jumping, dashing, teleporting, etc., that are individually weak/underwhelming but create a powerful movement system when chained together effectively. This solves the issue of balance by creating a high skill ceiling system where the effectiveness of the player’s movement is essentially proportional to their skill in using said system. This also means integrating the mechanics in such a way that allows them all to be used together seamlessly.
Not All That Compounds is Gold
Design Problem:
How do designers make compound mechanics that give each of their atomic mechanics space to shine?
Pattern Description:
When implementing compound mechanics, implementing several weaker mechanics that function in tandem to have higher skill expression and movement capabilities creates a more engaging mechanical player experience than combining several strong mechanics.
Although several strong mechanics can lead to an engaging power fantasy, they dilute the capabilities of each other as their combined usage isn’t as important for game progression, as a singular strong mechanic can generally be enough to advance through the game.
Therefore, several weaker mechanics give each mechanic more individual value, as they become a sum larger than the value of their parts.
Updated | 3 hours ago |
Published | 1 day ago |
Status | Released |
Platforms | HTML5 |
Author | Santi5578 |
Genre | Platformer |
Made with | Unity |
Tags | 2D, Exploration, No AI, Pixel Art, Singleplayer |