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| Topic | Nintendo Indie World Showcase announced for August 7th |
| Alteres 08/10/25 11:27:00 AM #38: | sauceje posted... Yeah I can see that. What bothered me the most was the lack of a fast travel option. The gameplay is fun enough that I didn't mind that there were so many stages (but they really put a ton of stages in the last area, damn). The countdown was a bit annoying but I guess it's useful to establish a point where missions should be ending heh(heh, old ass bump too busy during the week) I would whole heartedly agree if it played like the first game I had so much fun bouncing shots around the levels I eventually didnt even need aimlines (just kept replaying levels) I thought they would lean into that more in the sequel, since it is pretty much what the gameplay consists of but in the sequel pretty much everything is a straight shot or at most one bounce of something behind them, and they very consciously limit these angles I would check every single firing line (carry a use item with aimlines etc), and the shots just didnt exist. In the first game, once I was good enough, I could split my team and have each bot clear a side safely (on normal/standard difficult). They still got scrapped easily, but you could avoid that. You got to feel clever. In the sequel it was just brute force straight ahead, build up broken skills so you could use more brute force generally I can get behind that approach, but not in a game based around shot type, angle, and bounce --- ........the ghost in the machine... IGN: Fox, FC: 5344-2646-0982 ... Copied to Clipboard! |
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