Is "difficulty" just artificial challenge?
Are high damage sponges and one-hit kills good design, or just lazy difficulty?
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Doom Eternal's 'push forward' combat loop is genius.
Monster Hunter's combat has so much depth – every weapon is a new game.
I prefer turn-based for RPGs – it feels more strategic.
God of War's Leviathan Axe recall mechanic is so cool.
I prefer when combat has a flow, not just button mashing.
Combat needs good sound design – the clang of swords or thud of fists matters.
Doom Eternal's combat loop is pure adrenaline.
Dark Souls proved slow combat can be intense.
The best combat systems have a high skill ceiling but are easy to learn.
Sekiro's parry timing is so satisfying when you nail it.
I agree that hits need impact – sound design is crucial.
Monster Hunter's depth is insane – each weapon is a different game.