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Chasm - Procedurally Generated Metroidvania.


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#16 ShadowTiger

ShadowTiger

    The Doctor Is In

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Posted 02 August 2018 - 07:36 AM

Obviously they haven't learned how to jump-cancel their attacks.  Once you learn to attack twice in the span of a half-second, your adventure's difficulty will decrease a fair amount, and most of your tactics will revolve around DPS.

 

My policy is, if you're going to want to enjoy a game, you have to master its engine - The force powering your actions and movement.  It's just like how in Smash Bros Melee so many people took advantage of the "wavedash" mechanic to really step up their game.  Besides, it's a thing James (The Dev) actually implemented due to it being requested by his audience.  I was absolutely overjoyed to see it implemented!  I've taken advantage of it every step of the way.

 

Every weapon does have its own timing, of course.  In the GBA and NDS games of Castlevania, I was rather partial to the slower but heavier-hitting two-handed weapons that swung in a clear arc.  Despite their speed, they were very reliable to hit with.  In Chasm, I found myself enjoying the usage of the whip weapons.  They were medium-powered, have fantastic range, are blessed with a long-lasting hitbox, are rather fast to unleash, and didn't have that much in the way of a cooldown or release time.  The weapon moves with your own hitbox, so you can jump forward and have the weapon collide with the enemy, and if your timing is good, the attack will have canceled completely by the time you land, where you can unleash another attack immediately, essentially doing twice the damage in the span of only a few frames. 

 

It's all about mastering that engine.


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