o76923,
@o76923@kitty.social avatar

The #AmongUs DLC for #VampireSurvivors does a much better job than I was expecting of capturing the feel of both. Yes, it's silly but still very fun.

A bunch of the enemies on the Polus Sector map are stationary until you get close enough or they're attacked. They are obviously bad guys so why go near them? But as things progress in the stage, they look enough like things you want to pick up (floor chicken, for example) that in the fray you might mistake them. It doesn't have to be a good disguise, just good enough to fool the corner of your eye for a half second.

Another well done choice was how they use walls and level design to force you to run from room to room. Walls in Vampire Survivors are selectively permeable with weird rules to begin with. The big thing they did in Polus Sector was allow your weapons fire to pass through walls but not your ability to pick up items. A consequence of this is you'll often wind up with enormous piles of rewards the next room over, giving you a strong incentive to go from room to room. You're constantly running around in Among Us but lots of strategies in Vampire Survivors reward sitting still once powered up enough. The choices of wall properties encourage you to play differently. That's good design.

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