Re: 魔法の谷のエムリス(ACT)
Agree, it's just walk straight and attack.
Level design is just drop enemies. No platform, no trap or others.
Koonsoft game are better but still not that great in term of gameplay(only add up and down) when compare to other games(not other h-games).
I wonder why most of Hentai ACT side-scroller games developer that uses large sprites that basically fills about 30% of the window, almost always include so little gameplay mechanics in them, other than walk towards goal, while avoiding hazard with jumping or ducking, eliminating obstacles with one-kind of normal attack plus one-kind of special attack, and H-animations if grabbed by enemy. And it wasn't helping that most of the enemies are simply "Road Hazards" and triggers for H-animations, without contributions for a better gameplay at all. The large size of the sprites is not really a heavy influential limitation for exciting gameplay, right?
If it was me, the least i'll do is to include a rock-paper-scissor mechanic in the game, where the MC have three different type of attack and every enemies and obstacles can be one-shot-killed with their respective weakness attack type. This way, the enemies can contribute to the gameplay too beside being a H-animation triggers. Like for example an enemy that immune to any damage beside its weakness, an enemy who charges at you so quickly you always have to prioritize defeating them first, or an enemy whose changes its weakness each time it attacked not by its weakness. So basically, the gameplay is you have to perform the correct order of attack type combo to decimate enemies safely and efficiently, especially if they come in group.
And now for something not-totally unrelated..
The width of the camera perspective (in other words the sprite's size) is very important, especially for games that intentionally doesn't have zoom features.
If the game is like a real-time war where you must commands hundreds of units, then it is best if the Camera Perspective is wide, so you can observe a lot at once.
If the game is like a action platformer or beat-em up, then i think the best Camera Perspective is where the playable char sprite's size is about 10-15% of the window's size. Example of this is the Megaman and Megaman X series. Your Virgin Invader is also a good example, saga55555.
If the game is like a side-view fighting games, then it will be best if the Camera Perspective's width are focused on the two fighters.
If the Camera Perspective is too narrow, player could be forced to focus only to the playable char and will having difficulties grasping the surrounding environment.
While if the Camera Perspective is too wide, player could lose focus of the game flow because of too many happenings on screen and/or a hard too see in-game beings.