The only reason why I pushed through the game was bragging rights to some friends. It has an unnatural affinity for spamming enemies and making the entire screen a "danger zone" where anything can hit you at any given moment (*cough* weapon center 2nd power core *cough*). This game is brutal, and not in a good way. If you miss a powerup and die because on your way to jumping to the powerup the RNG decided to have a rock fall in front of you from the top of the screen, then you just got screwed over. If you miss a powerup because you weren't skilled enough to take out a target while jumping, you don't deserve the powerup. If you rushed the enemy and got gunned down, then you deserve to get gunned down. When a game causes you to lose, a good game will indirectly let you know what you did wrong. Level design or puzzle too basic? Instantly drop in about a dozen things that can damage the player. Minibosses not challenging enough? Give them tiny weak points. Bosses too easy? Just give them more health. Player moving too slow for the enemy trigger traps? Just put in a collectable that both offers items (if any) unknown to the player at time of rescue and make it lost forever if the player can't get to it in time. Platforming not tight enough? Just throw in some enemies that don't have the same movement restrictions. Platforming not tight enough? Just throw in some enemies that don't have the same movement Level too easy? Just throw more enemies in it. Level too easy? Just throw more enemies in it.
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