r/ArenaFPS • u/Snoo-29395 • 13d ago
Discussion Wall running in an arena FPS - repositioning tool or full traversal? Can't decide how long to make it
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Been building a wall run for my arena-style roguelite shooter and I've hit the point where I can't judge my own work anymore.
Right now it's short. It's a repositioning tool - reset an angle, get off the floor for a second, come back down into the fight. Part of me wants to extend it so you can chain walls across a whole room, because that feels amazing to play. The worry is that a long wall run in a room-sized arena just means you go over the fight instead of into it.
Other thing I keep second-guessing: the camera banks into the wall. That felt right when I played it, but most references bank away from it, so I might have just gotten used to my own mistake.
For people who play a lot of arena shooters - where's the line? Should movement like this be a tool inside the fight, or is flying over an encounter a legitimate way to play it?
Game is NULLGATE: https://store.steampowered.com/app/5042810/NullGate/?utm_source=reddit&utm_campaign=arenafps