Boghog
@boghogstg.bsky.social
2K followers 230 following 2.4K posts
I'm a gamedev (he/him) Working on ARMED DECOBOT | Mechanical Star Astra. Game designer for Gunvein I also have a game design blog/patreon & make vids : https://www.patreon.com/c/Boghogooo https://www.youtube.com/@boghogSTG
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boghogstg.bsky.social
Since I'm new to bluesky - I'm working on ARMED DECOBOT, a game where throw dudes into dudes, my favorite thing in gaming. You also shoot & punch dudes, which are my other favorite things in gaming. It's a top down shmup/beat em up hybrid

store.steampowered.com/app/3159150/...
boghogstg.bsky.social
Was really disappointed when I realized thats what its gonna be. The games good but its like Maldita Castilla where it suggests that its a successor to an arcade series but then BOOM, C O N S O L E D E S I G N
boghogstg.bsky.social
Rolling Thunder = Namco arcade games
Rolling Bird = free indie clone of RT with procedurally generated levels
Classic Shinobi = Shinobi 1, Shadow Dancer (arcade & genesis), Revenge
boghogstg.bsky.social
Yea not too into Shinobi 3. Mechanically it's not bad and has some fun commitment to it and stuff, but the game itself either does not capitalize on it at all, or only capitalizes on the platforming but not combat (final stage). Only the falling rocks stage felt like it was tailored to the game
boghogstg.bsky.social
But why bother if you have the NES version which is an improvement to the original by being static, having progression & being easy as shit : D
boghogstg.bsky.social
Yeah no kidding, though a lot of genres are like that I guess. But run n guns drifting towards boss fights doomed the development of the genre completely
boghogstg.bsky.social
And of course that's just shuffling around existing mechanics, there's plenty of room to build on them with more unique actions/interactions, more enemy type variety/complex behaviors, more complex dynamic terrain, diff types of resources, etc.
boghogstg.bsky.social
Yup, and Rolling Thunder 2/Rolling Bird show that there's a lot of room there to go in both directions. Where RT2's final stage doubles down on methodical ammo management & routing, while RB randomizes enemy spawns & level layouts to test your ability to track enemies & create stage "heat maps"
boghogstg.bsky.social
Also makes it even more tragic that the new Shinobi went in the direction it did. There's so much space to explore in the classic Shinobi games that got completely buried by Shinobi 3 and people's obsession with MECHANICS FREEDOM LARGE POSSIBILITY SPACE COMBOZ SYNERGIES etc.
boghogstg.bsky.social
Every action has unique commitment, every state has meaning, every bit of terrain/combo means something unique, the games create a huge amount of permutations by changing up very simple pieces. And wouldn't you know, it works extremely well as both strict memorizers (RT2's final stage) & procgen
boghogstg.bsky.social
Rolling Bird & its contrast with Rolling Thunder 1-2 really highlighted that RT has IMO the best run n gun mechanics ever and how much of a shame it is that the mostly ignored classic Shinobi & Rolling Bird are the only games that truly built on that style in any way.
boghogstg.bsky.social
....that said I don't think indie devs should take that to mean that all games should have combos as advertising. I think the lesson is that people love discrete short clips showing something cool in a very clear well framed manner they can understand. Whether that's parrying a nuke or combos
boghogstg.bsky.social
Twitter LOVES short combo vids it's the perfect fit for that format. That's why you see so many games seemingly start as test rooms with practice dummies & combos, rather than actual combat
boghogstg.bsky.social
That better be the video playing on that cab instead of u spending the premiere playing video games
boghogstg.bsky.social
Targeting only the most dysfunctional europeans 💪💪💪
boghogstg.bsky.social
Oh yeah, everything sorta bleeds together at that resolution and the problem of RNG being a "sufficiently obfuscated" chaotic system becomes an actual problem too
boghogstg.bsky.social
TEU is reviewing Spikeout here soon, get in here!

www.youtube.com/watch?v=mSre...
boghogstg.bsky.social
rather have it be the result of my own failures as a player as unreasonable as precise positioning/aiming can be at times rather than the automation choosing for me. Also SUCC to Target just feels awful unless it's insanely minimal like in God Hand
boghogstg.bsky.social
Personally I don't go that deep when criticizing Suck To Target just because fundamnetally it's not really there to solve or even truly alleviate RNG, it's there to solve difficult depth perception and I think that's best addressed via bigger hitboxes. In 2 scenarios where I get hit due to RNG, I'd-
boghogstg.bsky.social
It's not just that, the distinction collapses from both ends. Known output RNG is input RNG that is considered by the player before they act, and the results once again become input RNG
boghogstg.bsky.social
This applies far less cleanly to an action game context because any game with commitment has output RNG baked into actions - you can control when you commit, but you're incapable of acting during commitment while the play field gets shuffled randomly. It also highlights why output RNG is good
boghogstg.bsky.social
There are a lot, you can basically throw "enemies that actively move around and back away" on that list. But in particular I was thinking of how amazing NG2's counters are and how despite every game having a parry, nothing even borrowed them much less expanded on them
boghogstg.bsky.social
I think that's exactly the issue, new devs/teams not looking at older shit nearly enough
boghogstg.bsky.social
If you like that they're power trips where the challenge is a side thing you opt into, you also aren't gonna be the one complaining about Expedition 33 surely
boghogstg.bsky.social
Action game devs must have amnesia. Every good idea gets memoryholed immediately and never carried over into sequels or built on in any way, instead being replaced by something different and usually worse
boghogstg.bsky.social
Love Spelunky & yup, RPG elements & progression always win baby.