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Post underrated retro games that did not get the attention they deserved because it had bugs or design issues that were holding it back.
I'll start with a rather beefy example: Spawn for Snes
The big problems
- If you hit an enemy, he can not be hit again until after his stun state is over. This means you can not do combos in this game. (Weirdly, the block+down+kick special's hit does allow a hit)
- Most enemies die in 1 or 2 light punches. This means you can not do combos in this game.
The medium problems
- An early section wants you to walljump up a shaft, while a cannon attacks you at a high rate. Requiring extremely precise inputs. This will make players quit.
- Bosses have a high attack rate. This forces you to find the correct special move to win the fight. Then you have to practice to be able to execute the special move consistently.
- Enemies have a high attack rate, resulting in you getting stuck between enemies while blocking with no way out besides taking damage.
The small problems
- The run input (double tap right) only works if you input it with very exact timing.
- Occasionally specials do not work because you started holding block while getting hit or during another unexpected state.
- Specials don't come out unless you hold the last direction while pressing the attack button. It's less of a problem when you know, but if you don't, it seems like specials are finnicky.
Would benefit from a fix because:
- The game already has tons of attacks, and being able to combo them would increase gameplay depth. Having enemies with more HP would increase the difficulty to compensate and facilitate combos. This would make it possibly the deepest action games on the snes.
- Fixing the attack rate for cannon and bosses would make people actually not want to strangle themselves, and give them enough time to learn the arguably technical controls.
I'll start with a rather beefy example: Spawn for Snes
The big problems
- If you hit an enemy, he can not be hit again until after his stun state is over. This means you can not do combos in this game. (Weirdly, the block+down+kick special's hit does allow a hit)
- Most enemies die in 1 or 2 light punches. This means you can not do combos in this game.
The medium problems
- An early section wants you to walljump up a shaft, while a cannon attacks you at a high rate. Requiring extremely precise inputs. This will make players quit.
- Bosses have a high attack rate. This forces you to find the correct special move to win the fight. Then you have to practice to be able to execute the special move consistently.
- Enemies have a high attack rate, resulting in you getting stuck between enemies while blocking with no way out besides taking damage.
The small problems
- The run input (double tap right) only works if you input it with very exact timing.
- Occasionally specials do not work because you started holding block while getting hit or during another unexpected state.
- Specials don't come out unless you hold the last direction while pressing the attack button. It's less of a problem when you know, but if you don't, it seems like specials are finnicky.
Would benefit from a fix because:
- The game already has tons of attacks, and being able to combo them would increase gameplay depth. Having enemies with more HP would increase the difficulty to compensate and facilitate combos. This would make it possibly the deepest action games on the snes.
- Fixing the attack rate for cannon and bosses would make people actually not want to strangle themselves, and give them enough time to learn the arguably technical controls.