Two things stand out in this article as deadly mistakes for any soulslike…
…spells with cooldowns
…attack with a long animation I couldn’t cancel into a dodge
These are almost always dealbreakers as they take control and agency away from the player. It’s disappointing to see these same basic mistakes being made by yet another FS-emulating studio.
It really depends, if the long animation has a big pay off then it’s perfectly fine, high risk high reward, that kind of move greatly rewards player knowledge of the enemy’s move set. It’s not OK if:the move is weak or if enemies have no long dmg windows, if any of those are true then those moves will just be entirely avoided by players
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Two things stand out in this article as deadly mistakes for any soulslike…
These are almost always dealbreakers as they take control and agency away from the player. It’s disappointing to see these same basic mistakes being made by yet another FS-emulating studio.
I wouldn’t call those mistakes or taking agency from the player
Just adds more depth and complexity to the fights “when can i use this without being punished”
It really depends, if the long animation has a big pay off then it’s perfectly fine, high risk high reward, that kind of move greatly rewards player knowledge of the enemy’s move set. It’s not OK if:the move is weak or if enemies have no long dmg windows, if any of those are true then those moves will just be entirely avoided by players