HoloCure - Save the Fans!

HoloCure - Save the Fans!

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Xoyv 19 AGO 2023 a las 2:00 p. m.
stages feel really cluttered
so i'm going to be honest, getting caught on random ♥♥♥♥ and losing a run isn't really the most fun. having runs end because of "design" is really really not good, and i get that these areas need to be visually diffrent and such, one being a forest, another an office, the third...whatever that was

but having scenery that PHYSICALLY blocks you while letting enemies through is really not good. like around the start of stage two has a MASSIVE table AND a pixel wide divider, alongside the couches and smaller tables. being pushed along by a mob wall AND having to dodge furniture can easily lead to getting crushed by a mob swarm or just taking damage in general.

the point is, i really think some of the stage elements should be made smaller, or decluttered
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Mostrando 16-23 de 23 comentarios
D YellowMadness 19 AGO 2023 a las 4:08 p. m. 
Publicado originalmente por Peshmerga:
Lots of wasted words from others.

Just only need to say two:

Skill issue.
That never works as an argument because you have to explain why it's fair or else it's invalid & if you can explain why it's fair, you don't need to say "skill issue". It's like calling someone an SJW. You essentially forfeit the argument the moment you do it unless you actually explain your case, in which case, you don't need it.
Oh The Folly 19 AGO 2023 a las 4:17 p. m. 
Publicado originalmente por Xoyv:
but having scenery that PHYSICALLY blocks you while letting enemies through is really not good
I've seen some other games in this genre have enemies not be able to pass through things that block the player. But then you have enemies getting stuck on those objects and stupidly just standing there doing nothing. And then fixing that problem seems to be much more difficult and time consuming than the devs expected.

So in other words even though it feels dumb at first having enemies walk through obstacles you can't, it prevents a whole lot of problems with enemies getting stuck (and imo enemies getting stuck feels more dumb). It also allows development time to go towards adding new stuff rather than creating a whole system for enemy pathfinding and all the adjusting that has to be done for that. That kind of thing takes a long time to put into a game and get it right.

Try not to worry about it too much right now. Enemies going through obstacles is something you'll probably get used to after a while and then it becomes something you don't even notice that much.
Última edición por Oh The Folly; 19 AGO 2023 a las 4:18 p. m.
D YellowMadness 19 AGO 2023 a las 4:35 p. m. 
Publicado originalmente por Oh The Folly:
Publicado originalmente por Xoyv:
but having scenery that PHYSICALLY blocks you while letting enemies through is really not good
I've seen some other games in this genre have enemies not be able to pass through things that block the player. But then you have enemies getting stuck on those objects and stupidly just standing there doing nothing. And then fixing that problem seems to be much more difficult and time consuming than the devs expected.

So in other words even though it feels dumb at first having enemies walk through obstacles you can't, it prevents a whole lot of problems with enemies getting stuck (and imo enemies getting stuck feels more dumb). It also allows development time to go towards adding new stuff rather than creating a whole system for enemy pathfinding and all the adjusting that has to be done for that. That kind of thing takes a long time to put into a game and get it right.

Try not to worry about it too much right now. Enemies going through obstacles is something you'll probably get used to after a while and then it becomes something you don't even notice that much.
It also means you don't have enemies getting into unavoidable patterns just because some furniture redirected some of them.
Volodesi 19 AGO 2023 a las 7:53 p. m. 
I can honestly say that the environment has never been the main thing that's kill me in this game.

Only once have I gotten stuck on something and it caused a death. I was about 38 minutes into a run and sprinting at Mach 10 in Stage 1 Endless and the Yagoo's swarmed me when I got stuck on a tiny piece of fence. Once you get enough movement speed your character almost becomes unwieldly. Really wish that the movement in this game wasn't standing still or full speed running. Would love some analog movement.
cdarklock 19 AGO 2023 a las 7:57 p. m. 
Publicado originalmente por Xoyv:
so i'm going to be honest, getting caught on random ♥♥♥♥ and losing a run isn't really the most fun.

I was one of many people complaining about this two releases ago, and tbh it is something you can get used to. I still think it would be better if you didn't need to, but it just alters your strategy. You have to figure out how best to move around in each level and what tactics will work there.

But yeah, you'll be yelling "THIS IS ♥♥♥♥♥♥♥♥" a lot until you do
AnonTwo 19 AGO 2023 a las 8:10 p. m. 
It's basically there so you can't just blindly run cardinal and indefinitely avoid the enemies.

You can still do that to an extent but of course the obstacles are made to make it more difficult.

It's also in other VS-likes as well as far as i'm aware, for similar reasons.
Cranberry Sauce 19 AGO 2023 a las 8:12 p. m. 
the terrain adds in one extra element to keep track of. and if you do try to ignore it, the terrain can absolutely just end you. but i've also played many a game where it is important to keep track of the surroundings otherwise you would die, so holocure having something similar wasn't anything special or of great annoyance.
kaloncpu57 19 AGO 2023 a las 8:43 p. m. 
While early on, getting stuck on things will ruin you, after you improve at the game enough you'll:
•get stuck a lot less
•recover a lot quicker if you do
•basically never die from it
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Publicado el: 19 AGO 2023 a las 2:00 p. m.
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