STAND-ALONE

STAND-ALONE

Arc Feb 11 @ 9:09pm
Too many enemies are completely immune to hitstun
It literally sucks the fun out of the game. I get 'blackhole' on my skill, use it on a miniboss and... they just casually walk out. No effect at all. And then I go back to mindlessly mashing because the enemy doesn't care what I do.
Far as I can tell every single enemy with the defense increasing status is immune to hitstun (which is every single enemy with a modifier I saw in the demo without exception), some regular enemies are completely immune to hitstun by default, the boss is completely immune to hitstun. Its very unsatisfying.
You also can't turn vibration off in the demo which is annoying.
Demo seemed fun when the enemies actually reacted to my actions, but the norm was for every screen or other screen to have enemies who don't care what I do at all and make my progression feel pointless.
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Showing 1-7 of 7 comments
LIFUEL  [developer] Feb 12 @ 1:04am 
Thank you for playing our game.

I agree that enemies who completely negate the utility of specific skills, and those immune to hitstun, among others, make it feel as if there's no interaction in the game, thus negatively impacting the experience.

We will make improvements to address these issues in the future.

Also, when you mentioned vibration, were you referring to controller vibration or the screen shake effect? We will provide a feature in the settings to adjust these effects.

Thank you for your feedback.
I agree enemies should not just wholly negate abilities (alternative effects that still count for something can be a good way to accomplish that), but I do not think everything needs to take hitstun. Hitstun has become really overused in these kinds of games, and it really removes fight interest when you can just hit enemies to disable them. There are better ways to interact with enemies than simply freezing them while you do whatever.
Arc Feb 12 @ 6:59am 
Originally posted by Tyrian Mollusk:
I agree enemies should not just wholly negate abilities (alternative effects that still count for something can be a good way to accomplish that), but I do not think everything needs to take hitstun. Hitstun has become really overused in these kinds of games, and it really removes fight interest when you can just hit enemies to disable them. There are better ways to interact with enemies than simply freezing them while you do whatever.
Just look at how something like Skul (which is very similar to this) handles it. Enemies can be hitstunned for the most part and those that can't tend to be things you'd logically expect not to like stationary trees. The enemies which don't take hitstun are balanced out by how their moves work and the ones who do take hitstun either have ways to get out or are covered by allies (like enemies summoning spikes under you, while map design is wide enough you simply can't hitstun the entire screen at once). It feels fair and responsive even when you're fighting those enemies. Some enemies are immune to hitstun during specific actions, can be combo'd after, then attempt the hitstun immune action again. So you're reacting to them and them you.
In comparison in this game its completely binary. Enemies can just have "+ immune to hitstun" added to them for no real reason beyond arbitarily being given a modifier. They're not DESIGNED to be immune to hitstun. They have the exact same moveset and behavior as before, but now they don't care how you interact with them. The maps are also incredibly tiny and enemies tend to spawn basically on top of each other, which combined with the mc's very large sword means you can often stunlock 90% of any given map to death before it does anything.
Adding + no hitstun to enemies that are designed to be fought with hitstun is basically always a terrible decision. Its the same decision that basically killed Blade Assault (< 2k reviews after years, mixed, basically abandoned by devs as they gave up on making a combat system full of enemies that ignore being hit fun)

Hitstun is not inherently bad or 'overdone'. Its just how you add feedback to hitting things in your action game. It just feels 'overdone' in this game because the games design is super weak. Maps are too small, most enemies pose 0 threat, basic combo can hit too many things at once, very few enemies actually attempt to ram you, spawn crap under you, over you, etc to force dodging.



Originally posted by LIFUEL:
Thank you for playing our game.

I agree that enemies who completely negate the utility of specific skills, and those immune to hitstun, among others, make it feel as if there's no interaction in the game, thus negatively impacting the experience.

We will make improvements to address these issues in the future.

Also, when you mentioned vibration, were you referring to controller vibration or the screen shake effect? We will provide a feature in the settings to adjust these effects.

Thank you for your feedback.
Controller vibration. It vibrates with nearly every combat action.
I just want to say that whether it's a good thing or a bad thing... this is VERY common in games. Bosses and elite enemies tend to be immune to pretty much everything. Hit stun, status effects, crowd control, etc. Often times they have no elemental weaknesses either. I didn't have much trouble with any of them, but @dev maybe an easy option would be good to accommodate different skill levels. Or different accessibility options.
Arc Feb 13 @ 6:53pm 
Its not a matter of skill or accessibility. I found the demo incredibly easy. Its about fun.
I agree with Tyrian Mollusk. Shouldn't be able to just stun lock everything. That would remove all of the fun. Plenty of other alternative interactions could be added though
LIFUEL  [developer] Mar 19 @ 1:36am 
Based on your feedback, we've updated everything about Super Armour.

I think we've got something for everyone!
We've made changes to make sure it's not too immune to stiffness, but still has a strategy element to it.
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