This is a timely addition to the recent discussion on this comm

  • Croquette@sh.itjust.works
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    4 days ago

    OP’s point is that parry in itself doesn’t need much more around it to feel rewarding.

    The guy I replied to said that this is a crutch. I asked if that applied to bullet hell dodging because dodging in bullet hell is a core gameplay element and you’ll be hard pressed to find people calling that mechanic a crutch. But you’ll find shitty bullet hell with a terrible implementation of the mechanic.

    The mechanic itself isn’t a crutch and has been used successfully numerous times and I fail how to see how the mechanic in itself is crutch, and not the bad implementation by some devs.

    Show me a great game mechanic and I can find you terrible implementation of that game mechanic.

    • PlzGivHugs@sh.itjust.works
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      4 days ago

      Its a crutch because its expected to hold the game up, rather than the game supporting its own weight. In your bullet hell example, dodging isn’t a crutch, it’s the foundational mechanic. A better example would be a slot machine system (something that is near-inherently engaging) being added to a bullet hell game, not because it fits but because its fun independently and helps distract from the fact that they haven’t put any effort into the core gameplay. The mechanic isn’t a crutch, its inclusion as a tacked-on addition is.

      • Croquette@sh.itjust.works
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        4 days ago

        Then it can be said about any mechanic, isn’t it? In Soulslike, parry is part of the core mechanics.

        When Balatro exploded, a ton of copy cats tried to get in on the action. It happens all the time. Why is parrying any different?

        • PlzGivHugs@sh.itjust.works
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          4 days ago

          Using your clones example, the Slay the Spire “clones” that give roguelike deckbuilders a bad name aren’t Inscryption or Monster Train or Balatro. Its things like Across the Obelisk and Wildfrost, that are good, but fail to capture what makes others great, and the numerous low-effort copies you’ve likely never heard of that viewed it as an easy way to make a good game without understanding it. Its not that Roguelike Deckbuilders are bad, obviously, its that lazy, or thoughtless use of the mechanics that is. A game isn’t one mechanic, and trying to treat it as such just results in a messy or bad game.

            • PlzGivHugs@sh.itjust.works
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              3 days ago

              It is a fun game - I bought it and have put a dozen hours or so into it, but it also really doesn’t capture the brilliance of Slay the Spire or the other more influential roguelike deckbuilders. In particular, a lot of it feels either clunky or repetitive. It is a good game, but just good rather than amazing.