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Playtesting reveals players do not dodge telegraphed attacks

March 31, 2026r/gamedev

In r/gamedev, a combat playtest story highlights how fresh players often hesitate and eat obvious hits, reinforcing the need to design around real player behavior rather than designer expectations.

We thought players would dodge… they just stood there and got hit
enemy raises arm  player dodges  creates space  re-engage
They weren’t dodging.
It should never be a situation where you build a system around the player "expecting" what a game wants them to do.
That's why play testing is so important, and why it's popular knowledge to not give player's guidance when they're play testing.
We were testing a combat section recently where enemies telegraph attacks pretty clearly.
see the enemy wind-up
and just take the hit
r/gamedev
playtestingcombat designUX

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