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So for combat to be better, enemies should be more threatening?
Of course, enemies should not get in the way when you try to solve puzzles.
There is one thing I don't fully understand yet in the combat-debate around Supraland. In other games when you try to get from one side of the map to the other, you have to get past lots of enemies and it may be very hard and dangerous, but there it's not called annoying. In Supraland it is offen called annoying, because they are easier to beat. What is the difference? The lack of consequences? But they would make it even more annoying ;)
Would appreciate lots of points of views on that.
I hope you understand what's confusing about it to me.
Me - I like essentially 1-second combats, so the current model is fine with me.
Enemies are light distraction between the puzzles - and that's cool.
Others prefer the illusion of a mind in their enemies.
But as you can imagine - if you earnestly do that, then a lot of folks will be annoyed at having to take a long time ferreting out enemies using guerrilla tactics... and your game effectively becomes a combat game.
It's like how Serious Sam doesn't have to be Dark Souls - the very light aspect of the combat in Serious Sam is honestly important to its flow.
And really - it's the fun you want to create that is the best fun.
The current enemies are skeleton themed - and run like slightly clever zombies in a kids imagination. That works for the focus and the theme.
Lots of pathing logic, stuff put into the levels for enemies to be able to react to positions of stuff, lots of time writing and maintaining state machines... then lots of effort effectively painting over that state machine so it looks 'natural'.
All to make a system that is intentionally not perfect in a way that people can enjoy, in a way you can't really know is right until you've essentially completed 90% of it, then have to cycle and repeat until it 'feels' right.
If it's not your focus, it might not be the best time investment for a small team.
I think it's why a lot of folks made zombie games a few years back - it's a lot more time-efficient to make a swarm that's SUPPOSED to be dumb, and put effort the world itself. Then you can focus on making culling that swarm fun, rather than complex for most of your time.
I enjoyed the Rattlehag fight. The other enemies annoyed me at times, only through: (1) sheer numbers in some places towards the mid-to-late game, and (2) the fact that they respawn when you revisit after a time. Revisiting usually occurs when you travel old paths to come back to an area to *solve a puzzle* that was locked or too hard before. Decreasing the respawning rate/frequency was a great idea!
If the enemies had been dark souls difficulty and they respawned, they would have been even MORE annoying. So, the issue IMO is not related to the enemy complexity or difficulty. Smarter enemies and prolonged battles -> eliminate respawning altogether outside of a dedicated combat game. I want to solve puzzles, not fight forever in a game like this. :)
I think retaining the combat could be great (and even be fun) if enemies simply stopped respawning and areas could be "cleared" allowing the player to interact with the environment and solve the puzzles at peace. Ultimately, though, I put up with how annoying the fights were because the puzzles and exploration were so fun in this game that I still give it a solid 9 and would gladly buy further DLC and more sequels. Seriously, this game was a ton of fun.
And second, I felt a bit disappointed there are plenty areas with constant respawn anyway. Ok, football field is whatever (for farming/practicing), but in other places, especially redville entrance area (hub) - right, that's only place I felt super annoyed by clearing things.
Again, I agree Supraland is already almost perfect, and I just nitpicking, after reading this topic.
Fear, however, is not the only reason to respect an adversary. A good challenge is also respect-worthy. Gatekeeping of something of value that the player does not feel entitled to, is great for raising respect.
Can't wait to play Supraland 2.