Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


๐Ÿ•น๏ธ My Games
boghog.itch.io/
๐ŸŽ™๏ธ Game Design Vids & Streams
www.youtube.com/@boghogSTG
โ˜ ๏ธ Small Updates + Dumb Takes
twitter.com/boghogooo

Just leaving this here, don't mind me. The beat 'em up equivalent of "euroshmups". Also includes some general red flags/issues even if they're not euro.

Basics & Feel

  • No hitsparks. Hard to see hit impact in general.
  • Hitboxes get spawned on the wrong frame - either before or after the impact frame. Making hits feel weird & disjointed.
  • Weak key poses, player/enemy feel like they're stuck in a "neutral" stance. An especially big problem for hitstun sprites.
  • No air hitstun sprites, enemies get juggled like sacks o' shit.
  • Enemy hitstun sprites have too many startup frames, so the initial impact of a hit doesn't feel like it has much of an effect on the enemy until a few frames after.
  • Player's sprite is drawn under the enemies even if they're on roughly the same Z axis plane. No draw depth bias in the player's favor, basically.
  • Sloppy frame advantage, enemies recover before your move finishes. Even if they don't have enough frame advantage to attack back, it tends to feel poorly thought out/tested.
  • Player hitboxes on the tip of their attacks, no coverage of the player's body, so if you're standing on top of an enemy, you'll whiff.
  • Player moves forward when attacking but the above issue + low enemy pushback leads to it feeling janky & needlessly punishing.
  • Bizarre hand drawn/duct taped together enemy gravity. When you launch an enemy into the air, they'll move up & fall down at very strange rates, possibly because juggle movement is a bunch of hand-drawn sprites. Inconsistency in enemy fall speeds too.
  • Diagonal knockdowns in a 2D belt scroller.
  • Interpolation/procedural animation for state transitions. An especially big problem if games have cancels.
  • Enemy Z axis being "unstable" resulting in them moving around just because they changed sprites.

Player moveset

  • Can't turn around mid autocombo.
  • Can do full autocombo without hitting anyone.
  • Guard cancels/similar defensive mechanics allowing you to set up infinites by resetting your autocombo.
  • No throw iframes.
  • No desperation attack iframes.
  • Few minor helpful iframes in general, for example no iframes when picking up items.
  • Poor movement/neutral game in general, only interesting stuff exists when you're attacking or defending.
  • Poorly balanced desperation attack cost, too OP or useless.
  • Too much movement accel/inertia, can't react to minute changes in enemy movement or play around with them too effectively (a little bit/conditional accel/inertia is OK).
  • Iframe dashes, especially ones that cancel moves you're doing. Prepare for a lot of super armor and other crap if you see this.
  • Meters, especially for basic things that are freely accessible in older beat 'em ups.

Enemy design & combat

  • Massive play area, slow player/enemies.
  • Low enemy attack range, letting players stand around and mash while enemies are helpless.
  • Over-reliance on enemy jump-attacks and ranged attacks to compensate for their low jab range + their bad movement design.
  • Homogenous, slow enemy wakeup times between different enemy types.
  • Homogenous, slow enemy movement.
  • Enemies don't circle you, just walk towards you in the most braindead manner.
  • Enemies don't try to bait you or play with you in general, zombie-like behavior.
  • Super armor/lack of hitstun.
  • Free, excessive juggles with no anti-infinite system.
  • Bloated enemy health to justify the existence of combos/juggles & to cover up how easy it is to get hits in.
  • Purely randomized enemy attacks, not proximity/location based.
  • Excessive enemy wakeup attacks that slow down the pace of combat.
  • Thrown enemies don't hit other enemies.
  • Enemies get iframes during attacks which makes them invincible to throws.

Misc red flags

  • No stage timer.
  • Slowmo being used to accentuate hits, instead of hit pause.
  • Cinematic finishers.
  • Color coded attacks with prebaked responses (parry red, dodge when enemy glows yellow, etc)
  • Suck To Target mechanics when attacking.
  • Stats/player character progression that persists between runs/restarts, instead of just being limited to that single run itself.
  • Ragdoll physics.
  • Can always walk backwards, no screen lock. By extension can scroll left/right a bit too much even when the screen's locked.

You must log in to comment.

in reply to @boghog's post:

one thing i would add is enemy blocking as a one-dimensional mechanic. if some zako guards, then they are completely immune to damage until they stop, with no corresponding state change like being vulnerable to throws or guard crush, and no vulnerability from behind because they just snap to face the player. i think this is more endemic to 3D brawlers but it always lets me know i'm in for a Good Timeแต€แดน

Final Fight's Axel catching strays ๐Ÿ˜” Yea I know what you mean though, I've been recently trying out the Kiborg demo and there's an enemy that just dodges all normal hits unless you parry it or shoot its weakness and that's just lame