One Finger Death Punch is almost entirely built on these. The gameplay is fairly simple, but besides the execution skill required at higher levels, what makes it so satisfying is how accurately it reproduces the style of those mid-00s stickfigure animations that were popular on Newgrounds and elsewhere. Mechanically, if an enemy is in range on both sides of you at once, they both slow down a little bit to give you time to react and decide which to prioritize taking out, which helps more than you'd think.
yeah OFDP is a super fun game. I remember watching TB's review of it back in the day, and it was really fun watching him completely geek out about how much fun it was. xD
OT: Fallout 4: Survival Mode. So many little things in this mode that make playing the game so much more fun. Now I enjoy FO4 anyway, Survival just makes it more fun for me.
First point: No Fast Travel:
I remember right before they introduced Survival, there was a known bug, where your fast travel got disabled (I assume it was a background patching leading up to the Survival release, that had a few kinks). I got hit with that bug, and they said there was no way to fix it for a particular save file. That if you had that problem, you would have to restart with a new file. Now initially, this pissed me off, but after actually playing it without fast travel, I loved it. It actually made me engage with the map. I wasn't magically teleporting around the place, bypassing all interaction with the map. I had to consider my routes, plan a series of quests to knock out, and in what order, to maximize travel efficiency. I actually had to account for bases of operation, and it made having the network of townships through the Minutemen, connected via supply lines (and thus connecting their junk supplies), incredibly useful. I found myself moving my base of operations from Sanctuary to the drive in theater, because it was a more centralized location. I made an effort to establish each town well, because I needed them in the network so I could more easily craft at any outpost. I actually utilized my trader caravans, to move supplies for me when I was taking everything from Sanctuary to the drive in, because hey, he's going that way anyway, might as well load him up with a 100lbs or so of junk and save me a trip.
It made the vertibird smoke grenades , and the ability to call them as a taxi, a rare luxury for speeding up travel. Coupling it with the teleport grenades from the Institute, and you could (at a cost of those resources) replicate fast travel in a more organic, in-universe way. (teleport to the Institute, and then call down a vertibird to pick you up and take you somewhere else if need be.)
Second point: General health:
It's one of the few games that implemented a survival/health system, that felt really solid to me. There was always a give and take with it. Want to take a nap in a bloody, soaking wet sleeping bag you found in a ruined building? Ok, no problem, get ready to get an infection of some kind. Feel like jumping into a radiation bath for some rare loot? Sure, get ready to lose a lot of health if you don't take precautions. Feel like getting rid of those rads you so foolishly gained by popping a radaway? Fine, get ready to be hungry as hell as the medication freaks out your appetite (a nice little real touch there from my personal experience, if somewhat accelerated timeline), oh and also be ready to be REALLY susceptible to infections as a result, as this stuff compromises your immune system to repair the radiation damage. What's that? You want to sleep in that bag again after radaway?.....you really want pain don't you? Need to get rid of those infections? Fine, get ready to take an antibiotic, and be thirsty as hell. Hope you brought enough food/water to account for this. It made the crops I was growing really useful, as I could make some efficient food/drink (hello noodle cup) if I grew the right crops, as well as adhesive. Just, so much more fun, without being a hassle.