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  3. "Games are meant to be engaging, not exhausting": Lead dev on promising Soulslike RPG says

"Games are meant to be engaging, not exhausting": Lead dev on promising Soulslike RPG says

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  • tonytins@pawb.socialT This user is from outside of this forum
    tonytins@pawb.socialT This user is from outside of this forum
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    wrote on last edited by
    #1
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    sneezycat@sopuli.xyzS ? funnyusername@lemmy.worldF 3 Replies Last reply
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      sneezycat@sopuli.xyzS This user is from outside of this forum
      sneezycat@sopuli.xyzS This user is from outside of this forum
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      #2

      What some devs don't understand is the "reward" on soulslikes is actually learning the boss itself. Figuring out the parrying patterns in Sekiro feels very good, it's not about what happens after beating the boss.

      What makes it challenging and not punishing is having telegraphed moves, windows to punish the boss, and clear animation that shows you how to dodge/parry, without bullshit hitboxes.

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        #3

        I'm a huge fan of Souls-like games but I have no problem with a difficulty slider IF the hardest setting rewards you with exclusive achievements or access to bonus areas in the game. It would be funny if the easiest setting replaces bosses with cute animals or something. Like kill this baby deer or play on hard mode.

        Also, IMO if a game is not challenging it becomes incredibly boring after a few hours. I tried playing Assassin's Creed Odyssey and put it on the hardest setting and it was like mild sauce from Taco Bell. Only bonus was a tiny more XP.

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          funnyusername@lemmy.worldF This user is from outside of this forum
          funnyusername@lemmy.worldF This user is from outside of this forum
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          #4

          just please no more sekiro

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          • sneezycat@sopuli.xyzS [email protected]

            What some devs don't understand is the "reward" on soulslikes is actually learning the boss itself. Figuring out the parrying patterns in Sekiro feels very good, it's not about what happens after beating the boss.

            What makes it challenging and not punishing is having telegraphed moves, windows to punish the boss, and clear animation that shows you how to dodge/parry, without bullshit hitboxes.

            lime@feddit.nuL This user is from outside of this forum
            lime@feddit.nuL This user is from outside of this forum
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            wrote on last edited by
            #5

            i feel like that was done better in sonic frontiers than in any soulslike

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