Err. About that... Truxton hitbox *is* ambiguous. First: it is not same size as sprite, actually. There is no clear boundary to show where it ends. Second: the size change depending on the angle of ship depending on how far you have moved. Like, if you hold down left... after a moment hitbox will get smaller, and even smaller shortly after. It is not fixed, and that is worst design. Touhou-style are usually the champion with very clearly defined hitbox size, and some Cave games (like Mushi) follow it.Steven wrote: ↑Fri Apr 17, 2026 3:55 amThe hurtbox is supposed to be large. That's proper STG design because there is no ambiguity about where it is. It's one of the biggest reasons that bullet hell is garbage. I don't remember how big Extreme's hurtbox is, but I seem to remember it being slightly smaller than Tatsujin's.
See: https://shmups.wiki/library/Tatsujin#Hit_Box
How can this be guessed?!
For modern Cave games that show hitbox, usually the hitbox circle is still larger than the actual hitbox... but usually I can adjust to it in 3 minutes. It is not hard lol!
Also, if your hitbox is stupid shape like square (or worse... a gigantic rectangle like Truxton) it will really limit freedom and creativity with certain bullet pattern designs and how they can overlap but still be readable and more importantly being able to dodge them. So, think it is quite unreasonable to say they are not proper STG.
And, for Truxton: I feel it is poor design to just kill player to get coin from them just because they not know of every time enemy will spawn behind with no warning.