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(2 edits)

Ok, I'm playing Dark Souls 3 now, so here is an idea about one-button Dark Souls.

You have one button - Attack. Attack takes some time (~1sec), during which you are vulnerable. If during this time enemy does not attack too, you score and enemy loses HP. If he DOES attack, then your attack is interrupted, and YOU are damaged. If you are attacked when not attacking yourself, you automatically block, receiving no damage.

Enemy attacks in pattern - same one each time, or he can have several patterns that he uses back-to-back, choosing randomly. Patterns can be generated procedurally.

Gameplay is basically learning the patterns and finding openings in them.

Graphics can be very simple, or there can be no graphics at all - it can be all done with just sounds.

Sounds interesting, thank you for the reply. To me it almost sounds like a Punch Out type game where learning the pattern and avoiding it until the gap is the key to winning.

If you don't mind me asking, how would you (pseudo) code the pattern? Would it be an array of (say) 5 ints, where each int is decided by a percentage chance to attack? I can't see in my head how to get the individual chances into a stream that plays out.

I was thinking no "chance of attack" - if there is an attack in that time in pattern, it happens.

So, something like - choose randomly the duration of pattern, add attacks at random times in this pattern;s duration. Then check that there is no attacks too close to each other, and there is right amount of gaps wide enough that player can squeeze his attack. At lower difficulties you will want more, wider gaps and vice versa.

You make several patterns for a monster like that and don't change them afterwards - all randomness after that is how patterns chain together.

I think I actually understand how you're explaining you would do it! Sounds like something I could probably do over a longer period of time than the jam, but I'd like to try this if not just for a challenge. Thank you again for your idea.