Anachrony

2009-08-13

Spyro on Game Design

Bah, if your hero is a flying purple dragon, there should be no “So deep you fall and die” traps in the game.

And if your hero is a melee fighter, it’s poor form to put someone with a freeze-mortar attack in level 1 guarding a narrow, un-railed bridge which gives you no side-to-side space to dodge…

…When said enemies usually run in packs of 2-3, and have to be beaten to death three cunt gargling times, and are immune to damage while twitching on the floor on their backs to the point of introducing clipping bugs to shield them from your razor-toothed affections…

…It’s in even worse form for the unstoppable superweapon to only count as one beatdown of three, or to ignore helpless, prone enemies when the weapon consists of 360° homing fireballs the size of a Volkswagen Beetle…

…Which don’t even go far enough to take out the fire-support bastard lurking on the ledge you need to jump to…

(Oh, don’t forget that your basic melee attack winds up over about .2 dangerously vulnerable seconds, and is fairly frequently hit-cancelled.  And even bullet-time isn’t reliably fast enough to stop hitcancels.)

Also, it’s in poor form to put big pieces of terrain that look like platforms in a disappearing-platform jumping puzzle.

Because jumping puzzles are only ever more fun while taking fire.

With net-rays.

And ice bombs.

That have splash damage.

And sometimes inexplicably airburst.

Over spikes.

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