In addition to what you mentioned, I think that the near instant responsiveness and the flash-quick animation both helped make the combat feel extremely satisfying. It made me feel accountable as well because most of your deaths are really on you.
Really well done! I've never played hyper light difter, but its combat looks super slick and satisfing. Loved hearing your thought on it, great video :D
The combat system is good because of all these things. All games are is visual and audio output, so good animations, art, graphics and sound ARE what make the gameplay feel good. Since making this video I have learned a lot more about game feel so I might make another video with some updated views on game design.
@@leonstansfield this only explains why the game looks good. when people say combat system they usually mean: the abilities the player has; how they interact with enemies in combat; and the designed combat loop. to answer the question of why a combat system is good, you should analyze how the design of the system encourages the player to do a specific kind of action. and what implementation detail enforces what kinda sensation. What's the reward for performing a perfect action? i don't think your video answered these questions. moreover, I am sure there are a lot of games out there that have good graphics/sounds/animations but they feel terrible
@@nekososu game design covers many areas including a lot of what you mentioned. This video was about game feel, which at the time I decided was a summation of the unique and 'crunchy' animations, SFX, VFX and art that the game has. I stand by this today for the most part. Of course the design is excellent in many other ways (such as range of abilities and how it encourages you to switch between them, as well as level design and balancing for example) but this video was specifically about how the game FEELS during combat
In addition to what you mentioned, I think that the near instant responsiveness and the flash-quick animation both helped make the combat feel extremely satisfying. It made me feel accountable as well because most of your deaths are really on you.
couldnt agree more!
delving into why hyper light drifter is so great? yes sir I'll take two!
Great analysis on this great game :P
That reminder half-way through the video was pretty funny too, haha
Really well done! I've never played hyper light difter, but its combat looks super slick and satisfing. Loved hearing your thought on it, great video :D
Great video!
"I don't watch anime" yes, I like this guy.
dayum
Yeah, HLD is a Masterpiece.
ok. so i see the sound is good, the graphic is good, the animation is good. BUT why is the "combat system" good????????
The combat system is good because of all these things. All games are is visual and audio output, so good animations, art, graphics and sound ARE what make the gameplay feel good. Since making this video I have learned a lot more about game feel so I might make another video with some updated views on game design.
@@leonstansfield this only explains why the game looks good. when people say combat system they usually mean: the abilities the player has; how they interact with enemies in combat; and the designed combat loop.
to answer the question of why a combat system is good, you should analyze how the design of the system encourages the player to do a specific kind of action. and what implementation detail enforces what kinda sensation. What's the reward for performing a perfect action?
i don't think your video answered these questions. moreover, I am sure there are a lot of games out there that have good graphics/sounds/animations but they feel terrible
@@nekososu game design covers many areas including a lot of what you mentioned. This video was about game feel, which at the time I decided was a summation of the unique and 'crunchy' animations, SFX, VFX and art that the game has. I stand by this today for the most part. Of course the design is excellent in many other ways (such as range of abilities and how it encourages you to switch between them, as well as level design and balancing for example) but this video was specifically about how the game FEELS during combat
It feels clunky as hell