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Are unsafe attacks necessary in combat systems?

I have been studying a lot of combat systems across various genres of games, and from those that I have seen, having unsafe attacks seems to be quite a common staple. But I am not sure why? I think I understand the concept/purpose of unsafe attacks as a mechanic in a combat system; it essentially boils down to a risk vs reward system right? In order to balance an attack and prevent it from being overpowered the risk of it being unsafe is introduced, so if you get it right you reap a huge reward but if not you are hugely punished. In counter, an attack that is less risky reaps an equally less significant reward.

I suppose another way to pose the same question is, what effect would it have on a combat system if all attacks were made safe? For example would this make the combat more offensive/defensive focused as oppose to being an equal balance of both? Do games with such combat systems even exist?

I feel that adding a sprinkle of reality onto this concept may shed some more insight into why I find this mechanic slightly confusing. I am happy to be proven wrong, but my understanding is that in real life a skilled combatant (of any discipline) would never intentionally attack with a move that they know is unsafe, yet from what I have seen many games feature player characters with a plethora of unsafe attacks. Doesn't this go against the narrative that this is a skilled combatant? Another example is the basic jab; again happy to be proven wrong but my understanding is that the purpose of this is to create momentum for the attacker, hunt for an opening and be able to rely on this as the fastest and most safest attack in their arsenal. Yet so many games have jabs be unsafe on block. Why?

Hopefully I have explained my question in enough detail but if not please let me know what is missing and I'll be happy to add it. Thank you and looking forward to some insight on this part of combat systems.

Help make a game! [closed]

I am a game developer that needs a group/help on designs, colors, animations, blueprints, music, etc. (Anything that develops a game!)

I am making a game for fun (so no payment) all we will be doing is having fun! This game is inspired mostly by avatar the last airbender and overwatch/valorant/apex. It will not be a gun game, it will be a game with abilities/powers and some other weapons.Please let me know if you'd like to help!

How to code realistic fire in Unreal Engine 5.3

Right now, I am trying to code a survival game. The game needs a explosion fire effect that happens when the player fires a rocket from a rocket launcher and I am trying to code it. The fire is a illuminating object. Any recommendations to make it realistic?

I want a method to code a realistic engine plumes that behaves similar to the BE-3s or any solid rocket motor that has a gradient from transparent to blue and to yellow with the cool fluttering effect.

Should I be worried about reverse engineering revealing secrets?

I saw in the past that some games' mechanics have been revealed in details because of reverse engineering, and even the entire source code sometimes.

I'm working on a C++ game with some deeper secret that should take the community a long time to solve. So I'm wondering if they couldn't just be revealed with a good reverse engineer? How do secrets in games like Noita and Animal Well resist this?

making a 5 minute Metroidvania prototype and wanna know if my dev process is good

I've been learning Godot and game dev as a whole since the start of this year and I've sunk dozens of hours into practicing making games in it, lately I've set out to make a very small sort of "test Metroidvania", I'm following a tutorial series on YouTube , and while the series isn't complete, it has everything I need, I've already implemented a lot of the stuff in the series, and I already have past experience with coding some basic features that aren't in the series.

Here is the scoping for my game, ✅ means I already implemented the feature, 🕛️ means I've yet to code it and implement it.

My Scoping for this game:

  • Simple auto tile map with nice details ✅

  • Basic Player movement ✅

  • Player can Jump ✅

  • Player can attack with a sword and even use it while jumping and moving ✅

  • Player can double jump and even triple jump ✅

  • 1 enemy type that can fly and chases the Player's position ✅

  • Player can collect power-up that allows them to double jump ✅

  • Player will be able to hit the enemy and kill it 🕛️

  • Designing the level itself (it's gonna be pretty small lol) 🕛️

  • Simple platforming challenges 🕛️

  • Player will have to backtrack to the start once they obtain the double jump to reach the end area 🕛️

  • a boss at the end that is just the flying enemy but bigger and has more health 🕛️


Features that I wanna implement in future versions:

  • Player health and lose state 🕛️

  • Spikes that damage the Player 🕛️

  • A walking enemy 🕛️

  • The same boss again but with enemies around it lol 🕛️

  • More platforming challenges 🕛️

  • Walljump 🕛️

  • Keys and locked doors 🕛️

  • Dash 🕛️


I've been told to start small and always prototype, "the key is to always have a finished game at the start", I'm also trying to relatively stay in my current comfort zone with coding the features, I really don't wanna bite off more than I can chew and end up cancelling the game because I can't code essential features of it

So yeah that's my development, I'm confident I'm gonna be able to finish this game with my current skills, I just wanted to share my development and see if I can get any feedback, criticism is appreciated!

The game!

Simple or Complicated mechanics, what benefits they have and should I be worried about overcomplication?

When creating a game, is it better to have complicated but interesting mechanics, or simple and understandable mechanics?

From a design point of view, I can understand that simple mechanics can be picked up easier, but complex mechanics allow for more depth and learning.

I'm making something with different mechanics for crafting, brewing, movement and a bunch more.

Should I be worried about overcomplication or not?

What benefits could there be in having higher/lower complication?

If there is a scholar article about this, it would also be a nice thing.

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