How do Hollow Knight enemies provide meaningful challenge with minimal behavior? Each enemy builds on the ones before it, introducing small TWEAKS. These INCREMENTAL changes forces the player to be deliberate. Let’s look at EARLY GAME enemies. #gamedesign#combatdesign 🧵
VARIANTS - Husk Wanderer and Husk Hornhead are perfect examples of NUMBER-BASED variants. Their base behavior is EXACTLY the same except for 3 variables: charge speed/distance and hit collision reach. 1/5
Husk Warrior is a LAYERED variant that builds upon the previous offensive Husks, but adds an entirely new behavior (Blocking) that forces the player to wait for enemy attack recovery to land hits. The player can sneak in hits during sword swings, but requires good spacing. 2/5
Leaping Husk tests the player by encouraging them to move TOWARDS danger which runs opposite to previous Husks. The player could bait the enemy and quickly run away with similar results; however, the enemy's variable jumping angle makes this slightly less optimal. 3/5
Husk Guard represents a HUGE SPIKE in challenge yet only has 2 attacks. The key properties that increase challenge are: 1) Increased attack speed, 2) Health, 3) ground wave player must jump. The player must master spacing/timing in order to succeed. 4/5
Crawlid & TikTik are fodder enemies that move along the ground. They have ZERO attacks other than movement. Their PLACEMENT on platforms increases the challenge. Their properties are exactly the same except TikTik doesn’t impulse backwards when hit. 5/5
Flying enemies offer diverse challenges since hitting them likely requires the player to jump attack. Gruzzers are the first flying enemy and they simply pathfind in a predictable manner, not bothering to directly attack the player. They serve as a glorified hazard.1/5
Like Gruzzers, Vengeflys have 0 attacks. Their added behavior is the ability to FLY DIRECTLY to player location. The player can simply wait for the Vengefly to approach and then attack; however this strategy may not work depending on encounter makeup as well as environment. 2/5
Aspid Hunter has the opposite behavior. It maintains an optimal distance to shoot its projectile while indirectly staying out of the player’s attack range. It can aim its projectile at the very last moment which forces the player to be deliberate when choosing to jump. 3/5
Aspid Mother stays near the player but provides a new skill test. The player must follow up with another attack once the mother has been hit. The hatchlings don’t pose a threat on their own, but the combination forces the player to be deliberate in their spacing. 4/5
Gruz Mother builds on the extremely simple movement behavior of the Gruzzers and increases the intensity/speed. Combined with the very small/enclosed fight arena and increased health, the player must be precise in spacing and attack deliberately. 5/5
SKILL TESTS - Enemies represent a skill test given the minimal nature of the player’s toolkit. They provide COUNTERPLAY to Knight’s movement, attack and jumping. Player mechanical skill is slowly increased with each new enemy. I've classified each enemy and their properties.
EMERGENT BEHAVIOR - Enemy movement/attacks are ALTERED by the environment. The Gruzzer has 0 attacks yet poses a challenge due to its pathfinding vector being changed when touching environment. This variable keeps encounters fresh, but gives the player predictable behavior.
HIT IMPULSE - Enemies (and the player to some extent) are impulsed away from the hit which gives the player some breathing room but also provides another emergent wrinkle to the timing of enemy attacks. 1/2
The impulse can provide an advantage to certain enemies, like the Aspid Hunter. The impulse serves to put the Aspid into optimal projectile range; however, the impulse can also be negated by the environment, giving the player the advantage by being in follow-up melee range. 2/2
FORM INFORMS FUNCTION - The visual design of enemies FORESHADOWS their attack type/ direction and general EXPECTATION of how the enemy should feel. In the image, the red arrow is the attack direction which closely aligns with the character’s signature anatomy.
ENEMY PLACEMENT - A simple enemy must be approached deliberately based on position within the environment. This adds platforming and combat DEPTH. In the 2nd Vengefly encounter, the player must plan ahead when deciding to attack due to the hazards below.
AGGRO RANGE - The distance enemies start their attack behavior is ~outside of the Knight’s basic attack range. This gives the enemy a chance to attack but also provides the player a predictable tool to probe and BAIT enemies into moving towards them.
PRECISION - The Knight’s controls (attack, movement, jump) allow for optimal precision. The basic swings DO NOT move the player forward. Most likely due to the precise/precarious nature of platforming and the strategic placement of enemies to increase difficulty. 1/2
In the air, the player can attack in ~8 directions (cardinal directions (U, D, L, R)+ diagonals (UL, UR, DL, DR). This freedom of control allows the player to approach enemies with varying strategies while precisely controlling space and attacking from precarious positions. 2/2
• • •
Missing some Tweet in this thread? You can try to
force a refresh
How do you realize the fantasy of being Spider-Man while creating approachable combat for the mass market? The player’s core mechanics need to have a LOW BARRIER of entry AND make you feel like a SUPERHERO. Let’s look at Spider-Man’s combat system. #gamedesign#combatdesign🧵
FANTASY - The EXPECTATION of how Spider-Man should FEEL in combat is ingrained in players' minds before they even play the game. Combat mechanics need to showcase Spider-Man’s LORE of Strength, Speed, Agility, Reflex, Balance, Healing properties.
CONTEXTUAL ACTIONS - The visual BREADTH in Spider-Man’s actions does not increase the player’s technical burden or alter acquired muscle memory. The actions change based on Spidey’s state (wall, ledge, ground, air, timed, close/far range), but the button input remains the SAME.
God of War enemies must keep the player ENGAGED over 20+ hours. The first enemy, Draugr, serves an important ROLE (punching bag). Subsequent enemies need to VARY their roles and STRESS TEST the player’s toolkit. Let’s look at some “mid-game” enemies. #gamedesign#combatdesign 🧵
HARD LOCKS - This enemy category ELIMINATES at least one of the player’s tools. The player is FORCED to ENGAGE with another player mechanic. In this video, the Hel-Reaver causes basic axe attacks to bounce off. The player must switch to Barehanded stance to inflict damage. 1/4
While the Hel-Reaver puts the player in a vulnerable reaction when hit, the Revenant EVADES away when the player attempts any Axe attack including Axe throw. The player is forced to use Atreus's arrows to stun her and allow Kratos to land a few hits before she resets. 2/4
What makes a combo feel POWERFUL? Most melee action games have a series of related attacks the player can STRING together. Combos usually have a FINITE number of moves until they END. Let’s look at Kratos’s barehanded combo in God of War #gamedesign#combatdesign 🧵
CADENCE - Combos are a TOOL the player uses to make PROGRESS on an enemy. The cadence/tempo of a combo gives the player a sense of progression and anticipation towards a satisfying climax or FINISHER. "Even" or linear feeling combos tend to be less exciting. 1/2
Notice in this diagram that the TIME in between each hit grows progressively smaller, EXCEPT right before the final hit where the amount of ANTICIPATION frames is the LONGEST. 2/2
Enemies exist to encourage/discourage various strategies (and to make the player feel smart among other reasons). Sekiro is largely built around parrying (and stealth). Let’s examine the EARLY GAME enemies and what they try to INVOKE from the player. #gamedesign#combatdesign
GRUNT - This enemy is helpless once he starts blocking Wolf’s attacks and will be Posture broken in a few hits. His only STRENGTH is taking advantage of a PASSIVE player. Once you block his opener, he’s hyper aggressive forcing the player to evade to mitigate Posture break. 1/2
He has a VARIED mix of opener attacks (different anticipation poses, slower/faster hit frames) whose sole PURPOSE is to trick you into parrying early so he can force you into block stun. If there are nearby enemies, a passive strategy will be less effective and dangerous. 2/2
What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard challenge. But, secretly, some are the ILLUSION of challenge. Let’s look at God of War’s first boss. #gamedesign#combatdesign
BLOCKABLE ATTACKS - Every attack from an enemy this large should be unblockable, right? Ironically, having attacks with different properties (blockable vs unblockable), regardless of enemy size, allows the player to engage with their entire toolset. 1/3
This initial attack doesn’t do damage if blocked. Furthermore, the follow up attack CONVENIENTLY misses the player by a hair if blocked. There’s a few hit frames on the column as it lays on the ground to discourage the player from rushing in, but presents no real threat. 2/3
How do you make a player character feel powerful in a 3rd person melee combat game? Many factors determine this such as enemy design and progression. But it all starts with the player’s basic toolkit. Let’s look at some of Kratos’ moves and the invisible aspects. #combatdesign 🧵
EXAGGERATED HIT COLLISION - All of Kratos’ attacks feel EXTREMELY powerful in their own way. The Heavy Attack has the ability to hit multiple targets even if the actual Axe doesn’t make contact. The player receives a "bonus" for successfully hitting a single target. 1/3
The image below is my best guess on Kratos' weapon hit box (green) vs the axe model (red). If there’s a nearby clustering of enemies, this forgiving hit collision doesn’t require the player to make a choice but instead just hit one target to affect nearby enemies. 2/3