Super important qol basics needed.

SSF

When monsters spawn, some are inplace before visible... perhaps often. When this happens, character collision takes place before the mobs are visible.

In some cases monsters take a moment to come out of the ground, so it actually feels like you're stuck on nothing until the skeleton or whatever crawls out of the ground.


Due to this, there are additional complications.


Mobs spawn from corruption, strongboxes, expeditions, a variety of ways. Its very easy to get surrounded by spawning mobs. In some cases, such as narrow passages, you'll literally get boxed in instantly. This often happens with strongboxes and corruption spawns.

In narrow passages, mobs spawning can also spawn BEHIND you, this often happens with corruption. Trapping you in a narrow passage unfairly.

Or at least, the game needs to be predictable, so we can play around it. I however argue that if monsters can spawn behind(I realize thats arbitrary a bit, but you know what I mean), it will cause players to play safer- which isn't what we want. A predictable game means that players can push limits. Memory is a skill expression of gamers.

An unreliable game is a bad game.


Lastly in relation to this, its extremely easy to get stuck by mobs. I just had two little kin dudes get me stuck against a wall. It was a flat wall, they were small ones- I'm not even sure how it happened, but I couldn't move. I didn't die, but I veeeeeery easily could've. Which is obviously frustrating.

This is an extremely common issue. With dodge roll in the game, all players are going to expect to not get stuck. Meaning, this will inflict massive frustration on players.

If I roll out into another group of mobs, ok, thats fine. However if I ever get stuck, it feels terrrrrrible. If it happens enough, the game begins to feel amateur and you will lose, very likely, significant playerbase.
Last bumped on Oct 17, 2025, 5:04:54 PM

Report Forum Post

Report Account:

Report Type

Additional Info