Hello all!
So I am currently trying to develop my dream game (overused term...but yeah). Essentially it is a beat em up layout, so there will be two directional combat. As the player progresses, he or she will able to choose different vocations for different play styles. I am aiming to have a responsive combat system, meaning something like:
short sword - fast, short range, no knockback effect (below gif)
Katana (yes, a mf katana) - fast, long range, no knockback, less stamina consumption
greatsword - slow af, long range, slight knockback
greathammer - slow, medium range, big knockback, etc.
There will also be stamina bar, simple defend and dodge system, active skills. I really don't want to use this term, but essentially "soul-like".
I am also thinking about implementing a collectible sub weapon system (2D era castlevania - SOTN, etc.)
So guys, I need your opinion, specifically, I am curious about.
1. What makes a combat system interesting? What kept you engaged throughout your playthrough?
2. What makes it boring?
3. From my description, what seems it will work on a 2D side scroller and what seems will not work?
4. Any suggestion on what will make this interesting?
Thank you so much and I look forward reading your thought!!!!