Anonymous
7/19/2025, 5:50:37 AM No.715855069
In the majority of classic 2D games, normal movement and jumping were your only defensive tools. Look at shit like metroid or megaman where bosses were heavily based around jumping over projectiles and attacks. Nobody complained about that stuff back then and only the most contrarian zoomers would cry about it now.
This combination of movement AND defense is part of why some people think 2D action games are better designed. Your "dodge" button has a lot of utility even in non-platform games like streets of rage. I think this is why 3D game dodges don't feel as satisfying because they're typically ONLY for defense, most of these games have dodges that don't go very far and have a lot of recover frames, it's function is very restrictive. I think to truly make a fun 3D action game, it needs to go back to 2D game philosophy where your "dodge" has a ton of utility and followup options, it's something you should be using for multiple different reasons beyond "me see windup me press roll"
This combination of movement AND defense is part of why some people think 2D action games are better designed. Your "dodge" button has a lot of utility even in non-platform games like streets of rage. I think this is why 3D game dodges don't feel as satisfying because they're typically ONLY for defense, most of these games have dodges that don't go very far and have a lot of recover frames, it's function is very restrictive. I think to truly make a fun 3D action game, it needs to go back to 2D game philosophy where your "dodge" has a ton of utility and followup options, it's something you should be using for multiple different reasons beyond "me see windup me press roll"
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