Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No it's the same design language that brings us doors that you push open from one direction, pull from the other but have handles on both sides.
Bigger mob with sparkles means mini-boss, avoid me, in these games.
Kovec is right, but also the first wave could all be easy to kill and the first one just drops a weapon.
We're trained to think specially marked enemies are harder than unmarked ones so it's normal to avoid them initially.
This way the player can use their natural instinct of just attacking something instead of having to figure out or be told to attack the one special skeleton.