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I lose my temper very easily, so I'll take the L on this one rather than arguing over logical fallacies. I will humour you on the broken games, though.
I wrote the 100% achievement guide for Hunt Down the Freeman. I've played Arctic Adventure: Episodes, some particularly bad games from the Dread X anthologies, the Steam port of Indiana Jones and the Infernal Machine, the aforementioned Neon Boost to some extent, Rebel Forces, SCP: Containment Breach's Multiplayer port, Subnautica, again to some extent, and Yooka-Laylee. Plus plenty of mods for Half Life, Half Life 2, Left 4 Dead 2, Portal 2 etc., all of questionable quality. That's all I can find scrolling through my Steam library.
It'd be cheating to name every broken flash game I've played over the years, so I won't bother going down memory lane.
Good stuff though, I'm familiar with a bunch of these. Probably just like you, I too like to find obscure, often broken games with like 3 reviews or mods and play the hell out of them.
I guess the difference is that I don't go around assuming I'm more skilled or more sophisticated than "most other people here". Neither I reply to every post in the topic with an equivalent of "idk I didn't have problems with it". And most certainly I don't think that playing lots of broken games should let you turn a blind eye to the faults and issues of the well-crafted ones, no matter how minor.
Quite the opposite, that vast experience usually nets the ability to better analyze gameplay mechanics and discuss them in-depth, which is kinda what I was trying to do a couple posts ago before I was frankly offended by your nonchalant "I'm better than most of you anyways". Having said that, we really should go back to discussing actual game design here.
100% Agree, i really love the game apart from this one issue, i'm fine with lots of enemies but in some very small rooms it's such a pain to deal with.
- I agree that some of the fights are quite cramped up and hard, with not a lot of escape opportunities. With limited dev time not all fights got the care and attention we would have liked, so they end up being a little half baked. The end fights can also get chaotic since there's so many enemies to choose from as well.
- A couple of fights you peeps mentioned are designed for Fab Slap or BFG purposes. For example the club flamer fight in mission 9 after platforming, and the second rooftop fight in mission 10 have way too many enemies for a normal encounter, but just the right amount for a fab slap. You can win these fights without the Glove, but they're meant to be especially difficult. Sometimes people just forget the glove!
Here's a few pointers that people might miss to make these fights less unbearable:
- Focus on the toughest enemies first: Some enemies are designed to get in your way, others get really crazy if you leave them unchecked. These enemies should be your priority #1.
- Use the belt almost all the time. Stunning enemies makes it a lot easier. You can also stun enemies with the gnome quickly.
- You can reposition with the wetones quickly and charge the drip mode at the same time for another Flamer kill.
Once I get your feedback I can go back and re-evaluate and try to improve the design.
Thanks again for the valid points!
- Pat (lead designer)
So I simply never used the belt to stun enemies at all. Or honestly for anything at all other than grappling and killing the bubble enemies. Interestingly enough this seems common among players: out of 10.4% people who completed the campaign, only 7.7% used the belt against mere 100 enemies. So basically a lot of people who finished the game did not even use the belt more than what, ~8 times per level? That's including all the retries/reloads etc? And the 250 stuns achievement is much, much more rare as well.
The suggestion to "stun enemies with the gnome" sounds a little naive to me as well. Why even stun enemies with a wrong weapon if I can outright defeat them with a proper one? I just fail to see how stunning is more than a little bit occasionally useful in this game, most of the damage can and should be avoided by moving around properly and/or keeping your distance. 'Least in my opinion.
It's very useful against the disco and flasher enemies (when fully charged of course, which as you've brought up is its own annoyance) and moderately useful against everything else. I do think you need to have some prior knowledge of the enemies that appear in an area so you can charge it in time, though.
First of all, thank you for listening to the criticism and taking it all well. I didn't want to come off as hostile or overly critical, just give my thoughts after completing the game. So I appreciate you taking the time to respond :)
Anyway yeah I had a feeling that the second half didn't get as much work as opposed to the early levels which seemed much more polished.
The first fight that gave me real trouble was the rooftop section right after swinging over from the helicopter. I had used the glove shortly before (because i had taken a beaten in the cramped areas leading up to the gap) so when I got to it my only option was to either push through or restart the whole level. While I understand your reasoning I just don't think it's good game design to make encounters that practically require a limited use special ability to get through. Combined with the cramped quarters it was a real double whammy of frustration for me.
The BFG is nice and all but only becomes available near the very end of the game. And even then the ammo was pretty rare so outside of the final boss I barely got to use it. Maybe it would help for redoing past levels, but on an first run it's not even an option until the very end of the game.
As for the belt, yeah that is an option however I didn't use it much except when required because I didn't find it very useful. For one it requires you to be really close to enemies to even use, which can be an issue with so many enemies that attack at range or rapidly move around the arena. Another issue is the charge time/cooldown for it, in the middle of a big fight even a few seconds can feel like an eternity. This is especially true if you miss or hit the wrong target which is entirely possible amid the chaos of enemies bunched together and attacking at once.
Using the water gun to move around is a fine idea in theory however that doesn't work if the arena is too small and/or filled with enemies to go anywhere. I absolutely agree that would be a good tactic if the encounters were opened up enough to make good use of it.
Focusing on specific enemies is another "easier said than done" tactic due to all the factors mentioned before. It's not impossible to do and definitely a good idea, it just means that you'll likely take some free hits while trying to deal with them first.
Again I'm just trying to offer my views as a player as honestly and fairly as possible. My main issues come down to the game mechanics clashing with the level/encounter design. Like I said before if the player simply had more room to move around (or fewer enemies at a time) it wouldn't feel so cramped and chaotic during these encounters. It wasn't an insurmountable obstacle to get past or anything, it just soured what was otherwise a funny and entertaining experience.
Anyway that's my opinion, take that as you will and I wish you all luck in the future!
Thanks for your feedback above! If you let us know specifically what's annoying, we're happy to take another look. I the designers are thinking about improvements they can make, so any specifics you can give us are super useful =D
Previously the rooftop encounter right after you swing off the helicopter gave me a lot of trouble. It felt like I didn't have enough room to maneuver, and i would sometimes surrounded by both tourists and bopped off the roof repeatedly by the glowy scooter enemies. Just took me a bunch of tries to get through that and I had used the Fab Slap right before it (and before the checkpoint) so i couldn't use it in the subsequent encounter.
I saw the tips above about spamming the belt which I will try to do more. And like I said, I am not an amazing shooter player. But just thought I'd throw my experience here in this thread. Sorry I don't have video or better descriptions to help.
Hi. Sorry, I take the forum as a casual chat among players rather than a direct line with the developers so I wasn't very specific about it.
In my opinion, having many and different enemies in a narrow space (kind of arena, something that happens every now and then) can be very complicated because some enemies are very hard and some "bullets" can't be avoided and eventually you will get hit no matter how much you keep moving and strafing.
I love FPS and I usually play them in hard or nightmare. This one I am playing it in hard because I started the fourth difficulty but I found it too hard so I restarted in the third difficulty.
I have nothing against arenas or hordes, but I think there are occasions in which it feels like it is too much and it needs a little re-balance. I have the feeling that some little adjustments would help there. No big changes. Don't even reduce the number of enemies. Just small adjustments like:
-Reduce a 5% the life of the old man in a trenchcoat.
-Slow down his projectiles, so we can have a chance to dodge them at close distance.
-Increment 1 more second the time that enemies stay dizzy after getting hit with the belt.
-Reduce in 1 the number of fires that the fireguy can create.
-Maybe the fireguy shouldn't be able to create fires through walls or objects, so the player can take cover behind a column.
That kind of little things to rebalance the fights.
Honestly, often I feel like I was just a little bit short to get through the arena. It is just a little bit.
It is just my opinion, but I would like to know what others think.
Besides that, I think the game is amazing and I am enjoying it very much.