Jason de Heras 🎮 Profile picture
May 8, 2021 18 tweets 7 min read Read on X
What are some design elements that make a challenging boss in Sekiro? Overall, Sekiro bosses skew hard compared to other action games so each boss needs to provide unique challenges. Let’s look at one of the middle difficulty bosses - the Guardian Ape. #gamedesign #combatdesign ImageImage
ARMOR - Hit armor is an attribute that allows the enemy to absorb hits without taking hit reactions or having their current action become interrupted. This provides a risk / reward element in which the player must learn when each attack will hit. 1/3
There’s a limited number of attacks the player has time to land after the Ape has finished attacking. The player must be deliberate in how many swings to attempt before deciding to stop, block or evade. 2/3
In the video, Sekiro attacks the Ape during his attack windup, but only the head flinches while the swipe attack fully plays. The player only has time to sneak in 1-2 attacks before taking big damage. 3/3
HIT THRESHOLD - The designers built in a method for the skillful player to trigger large reactions. If the player is able to land a large amount of hits in a row within a small time frame, the Ape will stagger and not be allowed to attack. 1/3
In most cases, parrying does not cause the Ape to react but it can be used to gain a time advantage in order to reach the hit threshold. In the video, if the player parries the final 2 attacks, the player has more time to land hits as the Ape recovers. 2/3
There are windows of opportunity after attacks where the player can risk it and try to trigger the hit threshold but that requires precise spacing. Here you can see how one missed attack is the difference between the Ape staggering and the player getting hit by the fart. 3/3
MIXUPS - A common fighting game term, mixups is where the opponent uses various attacks in similar situations that forces the player to read and react in different ways. The Ape has 2 right handed attacks that start in similar poses. 1/2
The 1st attack is unblockable where the Ape hops before swiping. The player must wait a second before jumping or get grabbed. In the 2nd attack, it’s more upright before swiping; this attack can be parried so the player must learn attack posture to optimize their defense. 2/2
SETUPS - Bosses need to make the player uncomfortable and force the player into certain actions. The Ape’s fart attack forces the player to evade backwards while the Ape retreats forward. This creates the necessary space for the Ape to throw his poo which is hard to dodge.
PERSONALITY - The aggressive nature of being an ape/sword stuck in head contributes to unorthodox attacks the player isn’t normally used to seeing (majority of enemies are weapon humanoids). The overall cadence of attacks/body posture creates an illusion of unpredictability.
EVASIVE ATTACKS - Generally, enemy evasive actions are separate from attacks. In the Ape’s case, its evade is an attack with fast startup frames in which it's extremely hard to react to. The player must learn the windows where button mashing is not optimal and instead parry.
PROGRESSION / PATTERNS - Generally, the longer a boss takes to defeat = less room for error. Predictability allows players to solve the PUZZLE of a boss whose goal is to STRESS TEST the player’s technical/cognitive skills. Patterns allow players to gain mastery over time. 1/5
Ironically, patterns serve to highlight OUTLIER behavior. Early on, the Ape has a small chance to perform a hyper aggressive combo that must be defended with precision. This attack frequency increases later, forcing the player to master it faster and with more on the line. 2/5
Hit Thresholds can also serve as mini-progression states. If the player lands enough attacks in row, the Ape will stagger. If the player continues to land attacks, the Ape will play a HUGE reaction, escape and always follow up with an unblockable attack. 3/5
The Ape has a FINAL PHASE where its moveset is completely new. The last phase is more predictable but requires a more focused skill test, namely multiple parries in a row in order to topple it. The player is able to land ~ 5 hits before it recovers. 4/5
The difficulty of this phase lies in its CONTEXT. Since there’s no checkpoints, the player must perform parries under extreme pressure. Additionally, there’s a large window to prepare for the final parry to topple the Ape. This serves to throw the player out of rhythm. 5/5

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More from @jasondeheras

Dec 22, 2023
What are some interesting enemy design layers that are slowly introduced to the player in Hollow Knight? Enemies need to provide increased challenge over the course of a game but also be digestible/fair to learn. Let’s look at early to mid game enemies. #gamedev #combatdesign 🧵


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FORESHADOWING - The thoughtful placement & introduction of an enemy can be used to indirectly train the player for a much harder fight later. In general, boss fights requires the player to deal with intense boss abilities/patterns where learning is often done through dying. 1/2
Boss designs that build on or have similar behaviors to enemies already encountered allows the player to have a basic strategy and muscle memory as a foundation. The aggressive Vengefly has a dash attack that is very similar to the Hornet boss you fight a few minutes later. 2/2
Read 18 tweets
Dec 22, 2021
How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign #combatdesign 🧵
PLAYSTYLE - The player can influence the predictability of the fight with an aggressive playstyle with a mix of attack pressure and parry mastery. Passive or evasive playstyle invokes Ashina to perform arguably harder and a wider array of attacks to deal with. 1/3
Ashina’s neutral attacks (non-defensive attacks) have tricky movement/timing characteristics and hit with more frequency than counter attacks. He also has an unique unblockable grab out of neutral. Ashina rarely performs these attacks when on the defensive in the early fight. 2/3
Read 15 tweets
Jul 5, 2021
How does the Default controller layout of a 3rd person melee combat game influence gameplay? Console games need to strike a balance between intuitive inputs & supporting a wide array of mechanics. Let’s examine some melee games’ controller layouts. #gamedesign #combatdesign
GOD OF WAR (2018) - God of War employs a controller layout similar to most First Person Shooters in order to make Axe throwing intuitive and accessible to a larger number of players. Holding L2 brings up a reticle to indicate the Axe is ready to be aimed.1/5
The player can freely use their right thumb to move the camera around to select their target. R1/R2 buttons become contextual and serve as Axe throw attacks. In all, R1/R2 are overloaded with 5 unique movesets! (axe throws, axe attacks, barehanded, chains, rune attacks) 2/5
Read 20 tweets
May 24, 2021
What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign #combatdesign 🧵
Generally, in melee combat games, taking damage disables the player’s input for a small amount of time and becomes vulnerable to follow up attacks. If the player gets hit consecutively without being able to escape (dodge/block) this is usually referred to as STUN LOCKED. 1/4
In DMC5, the reaction system has safeguards to prevent Nero from getting stun locked. If hit during a reaction, the 2nd hit will not trigger a reaction (only damage). If hit multiple times within a short time, he’ll play an EJECT reaction that prevents follow up attacks. 2/4
Read 10 tweets
Apr 22, 2021
- PART 2 - #gamedesign #combatdesign Game freeze can also be used as NEGATIVE reinforcement. In Hollow Knight, the game freezes every time the player takes damage. In Bayonetta, the game freezes when she takes damage but only when the she’s past a certain health threshold. 4/6
The CONTEXT of how freeze is used makes sense for the rules of these respective games. Bayonetta is harder to hit and has more health so taking damage isn’t frequent; conversely, Knight’s health is an important resource that needs to be managed against casting spells. 5/6
In Street Fighter V, game freeze is used to inform the players that special attacks have been initiated. Aside from providing an exciting/visceral action, the freeze gives the players time to plan their next action given the highly technical nature of the game. 6/6
Read 23 tweets
Apr 22, 2021
How do 3rd person melee combat games communicate GAME and HIT feel? Combat design is one part rules/goals and one part FEEDBACK. Let’s examine some popular techniques that enhance moment-to-moment interactions. #gamedesign #combatdesign 🧵 - PART 1 -
ANIMATION - In 3rd person melee games, animation readability is the FOUNDATION for game/hit feel. Properties like sound/vfx/etc enhance the animation. Attacks are authored with gameplay CONSTRAINTS (hit timing/attack distance) that focuses the construction of the animation. 1/10
In Street Fighter V, Ryu’s jab hits on frame 2 (or 0.03s) giving the animator literally NO TIME to include certain traditional animation principles. The 12 principles of animation have to be modified or even ignored depending on gameplay needs. 2/10
Read 25 tweets

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