Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Like imagine if Campanella 1 was one life. It'll totally ruin the game. That's how I feel about Campanella 2 right now. Or with Cyber Owls suddenly changing format to having no continues for the second half of the game. It's an interesting experience mashing so many genres together but the overall game isn't that fun to grind through over and over again until you get everything down perfectly!
Or like, if Mortol and Attactics also didn't keep your save when you exited them. That'll turn them into major frustrations. One CC runs should be special, not the bare minimum for completing them!
Fist Hell DOES have continues, infinite of them in fact. It only matters for the cherry, where it fits it would ask you to 1CC the game.
You know that last part isn't true. The gameplay made it great. Upping the stakes made them arduous because you had to git gud. But if it's a quarter eater, being rich made the game trivial but that doesn't make it better not having lives. Being able to play the game longer means you can enjoy more of the game.
easy gives you 2 lives, but a cheap ending,
hard gives you no lives, but a 'good' ending..
like when did gamers decide they enjoy being punished or the "experience" is taking laps, wasting time, having bad hitboxs, slowly crawling your way to one of TWO check points? and to SUCH a degree to act like people who like playing and enjoying or EVEN FINISHING THEM is abhorrent?
But I also get first impressions from games like Caramel Caramel, Star Waspir, and Fist Hell that they're "impenetrable" because I can't survive long enough to really see or do anything at all. Even if I were better at the game, you can still game over almost instantly by making a single mistake, so it's really hard to look forward to that level of stress. So yeah, there might be room for balancing.
What? I honestly can't tell if you're mad at people for enjoying the games or for hating them.
It's much more compelling to put in the work and finally get a clear. I think the changes proposed here would make Campanella 2 a much less satisfying game.
I swear, its either a love or hate game. Or strange comments like why is this game $32. Im just glad people are exploring different genres after playing this.
Some caret returns could have helped you here. And because of that and you lumped me into the fold, I’m out.
As far as I can tell, the word that tends to show up more than any in definitions of "game"... is "play". If games as a whole are "meant" to be anything, by definition, they're meant to be playful. Now, personally I think that's a bit restrictive... I can certainly think of excellent games where that would be a really weird adjective to apply... But, if we're talking by definition, that's what the definitions tend towards.
Ultimately, for any given game, the arbiter of what's it's "meant to be" is the development team, and it's up to them how much input they take from outside sources on deciding that. (Well, unless they have a publisher or investor waving a contract in their face, but that's another issue...) Here, only Mossmouth can decide how "challenging" UFO 50 is meant to be, or how that go on about achieving that... and only they can decide how much they wish to adjust that based on player feedback.