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Damage on contact is not bad game design, it is pretty much established in this kind of games.
Saying it's bad game design because it means certain 'pointfull' tactics don't work just shows you don't understand what 'tactics' means, and 'pointfull' isn't even a word. You know beforehand that touching enemies damages you, so just don't do it. That doesn't 'ruin' any tactics, since any tactic that relies on touching enemies without taking damage wasn't viable in the first place.
I don't fully agree with OP because I understand how these games are and the common enemy archytypes, but there are some egregious examples that make no sense.
And then at the same time, your terribly simplified example of the False Knight makes no damn sense, it's just making a ridiculous argument because you had nothing better. "Hurr durr I guess you just shouldn't be hurt at all when inside an enemy entity". Reductio ad absurdum, yadda yadda.
Again, giving possibility to collide with enemy freely either gives a lot of opportunities to cheese, or will just bring a frustration to players. E.g. Hornet you've mentioned out there has solid one second of wind-up before attack. Taking into account, that you are usually close to boss due to melee combat, it will be much easier just to walk towards her the moment she telegraphs her attack, instead of evading it by jumping over.
If it makes sense, that enemy damages player only on attack, then would it make sense only for weapon part of sprite to cause damage? How then player understand, what is supposed to be weapon of enemy? Isn't it harder to track particular part of sprite instead of whole sprite? If on certain times touching enemy would damage player, and on certain times - not, how can player understand would enemy damage them or not? If player sprite will collide with small enemy sprite, wouldn't there be situations, when player just can't see enemy attack animation? What about enemies that use projectiles? Should they be able to shoot inside themselves?
You see, there is a lot of things for player to get confused about with such approach for damage. It is much more consistent, and less confusing to have damage on contact in 2D game like this. If this is not good game design, then I don't what is.
You're still missing the point I made overall. You keep thinking the argument made was "enemies shouldn't damage you at all when they touch you", when it was more like "they should damage on touch when it makes even some sense". When she touches you as she jumps through the air or dashes around, that makes sense. When she touches you by doing her dive attack, missing and landing near you into a corner, then calmly tries to walk away from said corner, that makes no sense.
By comparison, even if extreme, the Radiance/Absolute Radiance doesn't hurt you at all from contact, because it doesn't make sense, and because it has enough attacks as is.
I'm pretty good at this game and I'm not trying to make complaints because it's too hard, and I certainly don't need the likes of you trying to explain to me how the design of the game goes.
Maybe try making your arguments not all questions, it just seems very silly.
skip every area by dash through enemies
10/10 game design