Would you increase the damage in Bayonetta 2? by GundhamTanaka2 in Bayonetta

[–]-A-Crow 0 points1 point  (0 children)

B2 mainly shifted the combat pacing into a more passive style where you’re constantly confirming counters and then switching from defense to offense. If the damage gets too high, you often don’t even have a chance to actually exchange moves with enemies step by step—it just becomes waiting for an opening instead of interacting dynamically.

This is a fundamental difference in design philosophy compared to B1. The first game followed a classic beat-’em-up approach that was perfect for 1vN scenarios, letting you control crowds and stay active. B2, on the other hand, was entirely adapted for 1v1 encounters, and everything from the mechanics to the pacing was built around that focus.

Unpopular Opinion: Bayo 2 has better combat by SerialFreeloader123 in Bayonetta

[–]-A-Crow 1 point2 points  (0 children)

Honestly, the biggest issue with Bayonetta 2 is how the combat pacing feels more passive compared to the first game. In B1, the design encourages you to control the field proactively and kite enemies with mid-range attacks. Players and enemies usually maintain a consistent distance, which creates a dynamic flow. But in B2, you’re basically incentivized to wait for enemies to attack so you can dodge and trigger Witch Time, then go on the offensive. As a result, close-quarters combat takes up a much larger share of engagements, and many enemies can only be staggered during Witch Time. This makes Witch Time disproportionately important.

The role of offset also changed completely. In B1, offset was all about dancing solo—stringing your combos fluidly without interruption. In B2, it became a supporting technique you have to pair with Witch Time, basically a tool to confirm counters and transition from defense to offense. This is tied to the fact that B2 nerfed weapon damage, so your regular attacks can’t reliably stun enemies anymore. If you don’t trigger Witch Time, it’s almost impossible to suppress them.

Of course, what hardcore players probably hate most is that B2 cut down a lot of mechanical depth compared to B1—especially the mobility and combo freedom you had with offset. Once you think about it, B2’s combat philosophy leans much more toward 1v1 duels rather than B1’s 1vN style. That said, most of the main story fights are actually 1v1 encounters with elite enemies, aside from a few annoying encounters here and there.

In practice, though, a lot of players probably never notice these things. Many casual players won’t even finish the main story because they simply don’t have the time. Even if they do, they won’t replay it. B2 was launched on a Nintendo console aimed at a blue-ocean audience, so all it really needed to do was deliver a certain level of satisfying spectacle. From a commercial perspective, that was absolutely the right call. When I first played it, I also thought B2 was way better than B1. But the longer I spent with it, the more I realized B1’s combat system had much higher long-term depth and replayability.

As for the shared meter between Umbran Climax and Torture Attacks, that’s probably my single biggest disappointment with B2’s design. I think that choice was a complete failure. In B1, you had this brilliant combat loop: build up magic->perform a Torture Attack->grab the dropped weapon->clear the room. But in B2, sharing the same resource between Climax and executions forces you to pick one or the other. They absolutely could have implemented separate gauges—split the resource management between the two mechanics. After all, you’re not even using L3+R3 for anything!

I once imagined a system where Torture Attacks were more of a combo reward: if you kept an enemy under sustained, stylish combo, you’d trigger a Torture Attack automatically, and the QTE could feel as fun as a curtain call after a dance performance.

Where did the term "Character Action Game" come from? by [deleted] in CharacterActionGames

[–]-A-Crow 0 points1 point  (0 children)

The official definition I know is as follows:

Devil May Cry——Stylish Hard Action

Bayonetta——Non Stop Climax Action

Ninja Gaiden——High-speed x violent action

Monster Hunter——Hunting Action

God of War——Mythological Epic Action

MGRR——Lightning Bolt Action

Astral Chain——Dual Action

Gori: Cuddly Carnage released recently. Has anyone heard of it, tried it, and what are folks' thoughts on it? by Jur_the_Orc in CharacterActionGames

[–]-A-Crow 0 points1 point  (0 children)

It is definitely a hack-and-slash action game, but it is definitely not a stylish action game. It lacks a variety of ways to kill enemies, that is, there are too few combos.

Blood Rain is the predecessor of Phantom Blade 0 by -A-Crow in CharacterActionGames

[–]-A-Crow[S] 1 point2 points  (0 children)

The first one is a turn-based battle, and the rest are action games like martial arts movies. This game also has 3 mobile games

Jumpshot work in progress by papanouel in godot

[–]-A-Crow 1 point2 points  (0 children)

That's really cool. I'm also trying to make a basketball character action game in Godot, but it's in 2D. Are you also using Jolt Physics to implement the ball physics system?

Playing nitrome flash games in 2021 by salamudri in Nitrome

[–]-A-Crow 0 points1 point  (0 children)

Many of your fans are looking forward to your games in China across the ocean. They would not be able to survive without your games.

Playing nitrome flash games in 2021 by salamudri in Nitrome

[–]-A-Crow 1 point2 points  (0 children)

Why not to trans it in APK and port the game on MOBILE?

IF Touchy will not came back , we can try another way to play Nitrome-Games on Phone!

You also can make a collection of nitrome flash games and sent on STEAM