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The challenges felt pretty like the bog standard 2d indie action-game. Just moment to moment action from room to room, countless trivial rooms. I'm pretty puristic in a sense that I think any gameplay segment shouldn't be wasted for not introducing anything meaningful to the experience either for tutorialization or for unique ways of challenge.
Since you respawn at the beginning of every room, any challenge is "moment to moment" but this means every repeated fight against the same enemies is just blatant padding.
This would be different if you had to survive for more than one room at a time. So either you do this "moment to moment" way of challenging the player right, by having every screen unique. Or you make them more level based challenging with attritions you need to housekeep.
I would probably see it that way too if the basic and heavy attacks you start with were all the game had to offer, but there're plenty more options for dealing with odd HP that are made available as the demo progresses:
I would be glad to hear that the terrible game ruining gimmick mechanic is more fleshed out than I thought, but unfortunately it is in fact still terrible. And the more ways to hit odd that are present just signal to me it's definitely here to stay, and definitely going to repulse anyone else who sees it for what it is.
A bad 'interesting' idea.
The mechanic itself is quite interersting.
In current form it can be possibly rebalanced by simply providing mediocre XP on thoughtless kills and a good bonus on perfect kills (a la "stylish combat" metrics in console slashers). No one would balk at such implementation.
However it would be nice to have some more depth to this instead.
I have no idea how this can look without introducing types of damage/ types of hp / shields etc. Shields are fine per se, but have been done a thousand times. Damage types are a cancer.
But this is all without even touching the meat of the issue which is the novel fail state of 'killing things wrong' introduced by the numerical system which is unsalvageably obnoxious.
For a million reasons, the most glaring of which is that you can grind for cash in Bayonetta, and doing this is expected, easy, and obvious enough that the average player will not be pulling their hair out for not having done every single fight perfectly.
Meanwhile, in this game, the average player will be frustrated if they ever fail to complete their progress denying limited edition gimmick-chore, and will likely retry by any means necessary, usually killing themselves. Or more likely, just not buy/refund the game.
Leaving only people who are infinitely forgiving/defensive of bad mechanics, and people who aren't progression motivated at all and just ignore it.
More iterations doesn't prevent this from being a shield breaking mechanic with less flavorful visual indication and the worst whammy state imaginable.
having more than one fail state ("killing the enemy wrong") does not bad design make. it allows the player to choose the level of challenge they want for every combat encounter. if you're struggling with an enemy you can just stop paying attention to the numbers and wail on the enemy to make it easier, but you'll have to balance that choice against potentially making the rest of the game harder through not being able to buy as many upgrades. being punished for choosing an immediate difficulty reduction with a deferred one is a ♥♥♥♥♥♥♥ sick form of player reinforcement. but if you don't think consequences are fun idk if the game is for you, and i can totally see why people would think that
you might say "well the only reason exact hp is needed to make the combat interesting is because the combat was 'simplified and slowed down to make room for this chore mechanic'". it's obviously a matter of taste but the simplified combat is a good thing imo. it makes everything feel less physical and more cerebral. i prefer having to do math on the fly over actual "mechanical depth" (read: more boring ass reaction time mechanics like the parry systems every other game is obsessed with these days). it works to rtu's benefit that it doesnt really care how its combat system compares to other games
the quickdraw mechanic is a copout and should honestly be removed because its only purpose is to attempt to appease players who dont like the combat system. the first rule of making good games is that you will never make a game that appeals to everyone so you should just stop trying to appease people who are diametrically opposed to your entire design for taste reasons before you ruin it for the people it does appeal to
Now you understand another reason why it's bad.
It crowds out the design space of any actually good way of making the combat gripping.
Slow, tedious, disassociated combat with a novel depressing failstate is in fact, bad.
This despite the fact it is novel.
Nearly no one will ever actively choose this failstate, as the consequences are a permanent irrecoverable gimp to your character.
And there is no "cerebral" math to do, it is evens or odds.
Further, making a game uncompromisingly bad is not 'good design' regardless of the guise of aiming for a specific niche audience.
If your niche audience is only people with a high tolerance to bad game design under false pretenses like these, you have just and only made a bad game.