I’ve been experimenting with new combat by modifying the combat of the old game and to my amazement I learned a rather sad truth. Tale of the Night really was a button masher, a term I really really despise! Of course I knew it was true to some degree but I didn’t realize how bad things were.
To test it, I changed around my AI to just run at me attacking. I picked the fastest attacker (Karina) as my spammer. Using this bread dead strategy the computer managed to defeat me numerous times regardless of which character I used. The only effective strategy really (without playing dirty) was walking backwards while blocking and then using a heavy attack when there was enough distance. Now I’m not the greatest player in the world, probably not even at a game I made, but I shouldn’t have to struggle with such primitive tactics.
Sigh, I’m so mad at myself for not seeing the depth to this. You take a beat em’ up you like, and try to work it into your own without even thinking about the base issues. Luckily the internet has no problem shoving it your face…… eh luckily right?
There may be some people out there okay with the idea of being a button masher. Heck, I enjoy a good button masher! However, the core of my system must be based on the player actually knowing what he or she is doing. I can’t put my finger on why, but random attacking doesn’t exactly mesh well with the theme I’m going for.
Sometimes I think I’m trying to make the player smarter ; D
Although World of Whimsy is 1-player, rest assured I will be paying an ample amount of attention to making the enemies spam proof.