protognome wrote:If the hit detection problems vs jumping/flying enemies, especially when using dash go away, I may actually enjoy the game. I appreciate your work, but hit detection problems are the biggest "turn off" I have in the video game world.
I agree with you completely that bad hit detection is a terrible thing to have in a game.
If a game is going to try to produce challenge and whatnot, then the game needs to work properly.
This is an ironclad rule, it is a FIRST
principle, and if you don't get your first principles right, then you just don't fucking go ANYWHERE.
Could you elaborate a bit more on where these "hit detection" problems were?
I'm afraid I don't actually remember encountering any in the game.
The Beegirls jumped a bit, but I think they could be hit during their jumps with no problems at all.
If it's the flying bee boss, the "stingers" that you're talking about, then while I agree that it should have been made more obvious that you can't hit them when they're in the air for whatever mysterious reason, I don't think that was a "hit detection" problem so much as a "COMMUNICATION" problem.
You could just never hit the ones high above the ground EVER, even though you could clearly bring your weapons into contact with them ALL THE TIME.
Similarly, if the beegirls became invincible for no reason during the part of their jump when they were shooting projectiles, that might also be more of a communication problem than a "hit detection" problem - but that invincibility happens during their attacks on the ground as well, so I actually don't feel sure that it's what you're talking about when you mention "hit detection problems with flying or jumping enemies."
By the same token, I don't feel like you're referring to the Gorger chief's feet being oddly immune to damage by Blitz, since that is something which occurred on an enemy that was CERTAINLY neither flying nor jumping at the time.
Basically, I'm pretty clear that enemies shouldn't have those inexplicable invincibility periods or invincible parts to begin with, but that's from a design standpoint - and I'm not sure if what you're talking about is an actual "hit detection
" problem, as in "enemies SHOULD be taking damage at the time, but there's a glitch that stops them from doing so", or if what you're talking about is a "communication/design
" problem, as in "enemies, by intention and design, can't be hit at some times or in some areas, but those times and areas make no sense and are not communicated to the player."
I ask you mainly because of my own curiosity, but it's also true that clarifying what you mean a bit more might help GP as well.