
PhiMarHal
@phimarhal
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Roguelikes and roguelites are great genres for this.
(Vampire Survivors is arguably a subgenre within those genres.)
Picking combat games in particular. You have your guy, he shoots stuff, he gets various skills to shoot them better. The interaction between these skills is open-ended. Sometimes even the developers don't know how things are going to play out.
More broadly, movement is the key mechanism. Shooting, as in aiming, is a fine mechanic too. But movement comes with layers: beyond moving yourself in the space, you're also moving your relation to every other object in that space. Quite often you control the movement of your enemies, guided that they are by an artificial need to chase and murder you. The movement in these games, when done well, is best seen as a dance. Shooting has you versus one target. Movement has you versus all targets.
So, why not focus solely on movement? The subgenre makes sense. 1 reply
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