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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22 Apr
- 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
22 Apr
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
7 Apr
What are some techniques melee combat games use to add DEPTH to player actions? Depth = “doing more with less.” Deep mechanics gives the player more possibilities to explore/master. Let’s examine some popular techniques for adding mechanical depth. #gamedesign #combatdesign 🧵
INPUT DEPTH - Input depth requires the player to manipulate button inputs in various ways. A single button input can be pressed/held/released and each of these input types can have timing variance (fast, slow, delay, long) to create a wide array of input timing/feel/intent. 1/10
Devil May Cry combat is built around single button input depth that allows the player to mix up their attacks. This type of depth COMPLEMENTS the combat rating system which encourages the player to mix up their attacks to look the most Stylish. 2/10
Read 25 tweets
22 Mar
How do melee combat systems REINFORCE the fantasy of the player character? These gameplay systems are designed around a set of INTERCONNECTED rules that nudge players towards a certain playstyle or action. Let’s compare some popular melee action games. #combatdesign #gamedesign ImageImageImage
Sekiro replaced the global stamina system from Souls game and implemented a Posture/guard meter. This discourages the player from being PASSIVE; however, the addition of the Parry mechanic allows the player to COUNTERACT this limitation via skill and mastery of each enemy. 1/5
Combat mechanics in modern melee action games have their roots in fighting games. Guard meters have been around for 20+ years and their purpose is to discourage players from INACTION. Since fighting game rounds are time limited, guard meters force the pace of the action. 2/5
Read 16 tweets
7 Mar
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
Read 20 tweets
28 Feb
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.
Read 21 tweets

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