Designing the combat mechanics of my current project I've come to a problem: How do I make players feel responsable of their mistakes instead of they blaming my game? This is the scenario:
Among other things your character has two basic abilities a quick and a strong melee attacks, and as you may guessed the quick attack does less damage and has a smaller control(time enemies are pushed/stunned after hit), as the strong attack has a slower and obviously longer animation that (here is the catch) cannot be cancelled. And here is my concern; many players may feel that the game is unresponsive instead of realizing that they shouldn't had used a strong attack in that moment.
- Neither of the attacks consume resources as stamina.
- Receive a hit is a big penalization for the player as heal is hard and the difficulty lies in progressing through levels loosing less health than you can find.
- Both attacks has a 3 hit chain with cool down after the last, this means that the managing of this ability to cancel or not the attack is a core mechanic that the player should learn in order to succeed.
- Enemies always give a big hint before attacking the player.
Solutions I thought:
- Explain to the player via tutorial.
- Pop a message sometimes when the player got hit during a strong attack animation.
Pd: I'm looking to the solution to the problem described above, but any general tips in this mater are also appreciated