My game design framework is that for every action in a game, there must be a situation where it's helpful and a situation where it's harmful. If an action has no downsides, there's no strategy to it; either take it out or automate it

My game design framework is that for every action in a game, there must be a situation where it's helpful and a situation where it's harmful. If an action has no downsides, there's no strategy to it; either take it out or automate it
what if the downside is, "you have to have actual skill to pull it off else you look dumb as shit"
do an elden ring and add many tools that help with many things in a way where part of the fun for the player is deciding what skills you want to try to have this time
One of the best things about Elden Ring is that they give you two doses of the elixir that makes you explode for 60% of your own HP.