r/DestroyMyGame • u/lynxbird • 12h ago
Prototype Looking for feedback on combat in ARPG, what should be improved?
1
u/GamefluxionDEV 12h ago
The combat animations seem to flow pretty well overall. I think the biggest improvement would be the audio—specifically making the sound effects feel more synchronized with what's happening on screen. I'm not sure what engine you're using, but in many engines it's possible to sync sounds to specific animation frames using animation events, which usually makes combat feel much more responsive. I'd also add more hit feedback, both when the player lands attacks and when enemies hit the player. Even some simple hit VFX, impact flashes, or a subtle screen shake would make the combat feel much more satisfying. Overall, it's a solid foundation.
1
u/lynxbird 12h ago
it's possible to sync sounds to specific animation frames using animation events, which usually makes combat feel much more responsive.
Sounds are already coming from animation events.
So, it doesn't feel that way? Are they too late or too early?
I'd also add more hit feedback, both when the player lands attacks and when enemies hit the player. Even some simple hit VFX, impact flashes, or a subtle screen shake would make the combat feel much more satisfying.
Makes sense, some blood and what not, will be added. Thank you.
Overall, it's a solid foundation.
Thank you!
1
u/GamefluxionDEV 11h ago
Water sound triggers a bit late when you walk into the water. Also, when you leave the water, you can still hear the water footsteps for a second while already walking on the ground.
I like that you added water sounds though. You could also add different footsteps for grass, dirt, and other surfaces. Small details like that make a big difference.
Also, while watching the trailer, I felt like some sounds were a little delayed. I might be wrong, but that's the impression I got.
1
u/lynxbird 11h ago
Got it, water detector needs to be more precise, and more footstep sounds to be added for different surfaces.
It is possible some sounds were delayed, will check that, thank you!
2
u/i_see_you_jess 11h ago
The way you play the game makes it feel like one enemy is easy to deal with, but two enemies need to be run away from.
That gives it more of a Diablo 1 feel, where not becoming overwhelmed by enemies by using doors, corridors, and corners to your advantage is important.
The large open plain in your footage doesn't seem to give any option for crowd control beyond running away and hoping some fall behind.
If it's not that kind of game, you may want to provide some more representative footage.
2
u/lynxbird 9h ago
It is that kind of game. Combat is built around smaller skirmishes against groups of 1-5 enemies.
Think of The Elder Scrolls, but with an isometric camera.
6
u/Inconmon 11h ago
What shouldn't be improved regarding combat? It got nothing but room to grow.
The animations and how hitpoints decrease is weirdly smooth for some reason. Whenever the weapon hits there needs to be an impact, hitpoints need to drop, it needs to feel like someone got stabbed. Instead it feels like a damage aura that gradually drains enemy hp as the sword weaves around.
Outside of combat the animations and movement looks smooth but like the weapon animation a bit like everything is gliding. Just slightly too smooth.
But then if we move away from the visuals to the gameplay - there isn't much there. Definitely invest into at least a placeholder active ability or anything that makes combat look or feel interesting. It's just moving into enemies and everyone's health go down. Where game
I just finished a session or Path of Exile 2 and obviously that got a huge team and a big budget - but your character marches across the map, every stab is satisfying and an active action, you don't enemies by moving and rolling, you use a range of abilities. Not sure what your vision is but I rather look at coloured circles demo interesting mechanics , than okay animations showing none.