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Jason de Heras
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What makes a combo feel POWERFUL? Most melee action games have a series of related attacks the player can STRING together. Combos usually have a FINITE number of moves until
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Enemies exist to encourage/discourage various strategies (and to make the player feel smart among other reasons). Sekiro is largely built around parrying (and stealth). Let’s examine the EARLY GAME enemies
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What’s the purpose of a boss? Depends on the game, but usually bosses serve as a skill test, provide a sense of mastery, a set piece or a genuinely hard
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How do you make a player character feel powerful in a 3rd person melee combat game? Many factors determine this such as enemy design and progression. But it all starts
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Melee combat design is the art of creating rules that determine when/how a player or enemy are allowed to hit each other. The inclusion of key rules determines the player’s
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What makes an easy (or hard) melee enemy? It depends on the combat game, but there are common enemy characteristics found in most melee games. Reverse engineering games is an
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Sometimes it's a good exercise to compile a list of game elements to help focus a design. Here's a list of some forgiving melee combat properties for a single player
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