Some games use extreme hit stop as a sort of congratulations, we're all familiar with a final attack on an enemy being a prolonged sort of hitstop followed by a death animation. It can be extremely satisfying on bosses. I think the Final Fantasy games make a sort of use of this same practice in theory with bosses taking an especially long time to fade away once killed.
I haven't seen any examples of this.
Noah Edwards
You're quite correct triple-dubs-man. Although not quite in single player, but in co-op in can be hell. I've played Cuphead co-op with my brother, the game has a hitstop on its parry move. Whenever we both had to parry, whoever had to do it second would fail, since the first parry's hitstop threw off his timing.
Aiden Miller
interesting, maybe a hitstop solution for both players would be in order, where it only affects the two objects rather than everything?
Dominic Parker
alot of 16-bit era 2D platformers made use of this to give weight to the attacks. i've never heard of it interfering with movement before. can you give an example of a game where it interferes with the movement?
Liam Ramirez
That's the correct solution, and one we've applied to our game. The player perceives only themselves so even if the surrounding objects keep moving, it still "feels" like a hitstop.
Gavin Parker
this seems like a good example
Carson Reed
thats the way its supposed to function. battletoads for NES had no problem with the hitstop during coop. it only effects you and the person youre hitting.
Logan Young
sounds like it's a problem just for cuphead then. What a shame, but I'll be honest watching game play of it, it never did quite strike that point of satisfaction I think games like gunstar heroes or midnight resistance could.
Angel Green
I have a vague memory of a game doing it but I have no idea what it might have been.
I keep thinking about the white palace from Hollow Knight and what a pain it would be if you had hitstop when you hit something while moving through precise platforming sections as you sometimes have to hit something as you go.
Carson Brooks
I think ori and the blind forest may have had mild issues with hitstop as well. It's been a while since I played it.