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I find a gem counter to be unnecessary because it becomes quickly intuitive to approximately keep track of that in your mind.
I also find the timer unnecessary, because memorizing the spawn pattern is similarly unavoidable.
A crosshair is the only element that almost makes sense. i say "almost" because, again, there is no pixel-perfect precision shooting in this game. Very close quarters and the spread of the daggers is very large, especially later on with hand 3-4.
Regardless, the vast majority of the skill curve of the game is actually scheduling and cutting corners in your game style: in what order should i take out enemies? can i do that in half-a-sec less than last time?
There is in fact an unofficial way to get "practice mode", check out modding in this forum.
If you are still bored in the first part of the game, try gem farming a tiny bit at a time.
I don't know what you mean with "documentation". The basic game mechanics are the same for any other fps: wasd for movement, mouse for aiming and shooting, jumping and bunnyhopping are assumed at the outset for players with any amount of experience in such games. What info would you want it to have that isn't readily clear by simply trying the game once or watching a replay?
DEFINITELY he's looking in the wrong place for it. DD's have only one goal, that is be a TRUE hard game. All elements presented in this game are enough to give me immersion. Also, any other info you need about how to play, what you can do, the limits of farming, just get some minutes to watch the top 10 players and you can learn a lot. :)
I assume none of the enemy info is given to you because outside of skull 2s (impalers if you prefer that name), spiders, and the leviathan everything in this game does the same thing, which is chase the player until they kill you (or you kill them).
Also a gem counter would break the game at higher level play. Knowing exactly how much homing you have at any given moment would be an insane advantage during the end game loop. Especially this far into the game's life when people who have put hours upon hours into the game haven't ever had that luxury and took the time to develop their game sense.
The website I linked is moving to a new host soon so you may have to use this link [devildaggers.info] instead.
Sorry, this was a messy rant about something I've wanted to say somewhere.
Yet this is the challenge to all of us, not just you. Some of us welcome it and even acclimate to overcome it. That's the whole ♥♥♥♥♥♥♥ point.
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"Quality of life" I can't believe OP is actually serious. I bet he thinks camping is parking the RV at walmart overnight.
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I've done a lot of my own testing with crosshairs (my monitor has a crosshair feature), and they'll actually hinder your play.
Reason #1: Your daggers aren't hitscan. You have to learn to lead your shots without a crosshair telling you where they'll land. If you rely on a crosshair, you're going to miss. Even for spiders far away, they move side to side. You still have to lead the shot based on your own movement and where the spider is moving.
Reason #2: The daggers don't actually fire from the exact center of the screen. Your daggers actually come from the bottom of the screen, in front of your hand. They are actually placed that way in the game world. The end result of this is they are angled upward toward the center of your view, and the center of your spread won't reach the center of the screen excapt at vast distances (around the full length of the arena is when they hit the exact center).
So if you aim at the center of the screen using a crosshair and attempt to shoot something close to you, you'll end up under-shooting it because the center of your spread won't reach what you're shooting at at lower power levels (levels 1-3 are most-affected).
Don't believe me? Pen in a dot in the center of your screen or something, and try to kill a centipede up close. Every time, I would miss the gem closest to its head unless I put the crosshair well above that gem. I ended up under-shooting it and hitting the gem beneath it due to the daggers starting low on the screen rather than starting at the center and moving exactly to where I pointed like most other shooters.
Aiming is a dynamic process in Devil Daggers. You have to aim lower on the screen for up-close things, and a crosshair will not help with this. I hate to say it, but you really just need to practice more. These things you're complaining about aren't a big deal.
Reason #3: Most people don't think about this, but a crosshair will just get in your ♥♥♥♥♥♥♥ way. I can't play with my monitor's crosshair turned on; seeing the stuff behind it is far more beneficial to you than the near-zero amount of aiming information it'll provide.
You get a feeling for where your projectiles are going and it becomes second nature. After a while you can tell within a few frames if you are off or on target.
Crosshair = hindrance/distraction
Gem counter = crutch/distraction
documentation = seems like a fair point
practice mode = protracted facepalm
But I do miss some other kind of "playmodes" or even challenges for a higher replay value or even to make the online Leaderboard a lot more competitive and interesting to make part of. Like some kind of "time attack" mode where you must survive some course full of obstacles that would raise after each challenge. Maybe new challenges could be highlited in short periods. I also though in new forms and types of arenas with many modificators, like "no jump" or "no powerup", maybe one arena that would mutating along the run like transforming itself in a long hallway or even a giant cross and so on. Even one complete random arena where ANY skull spawner and others could spawn at any moment where the time would define the higher amount of enemies together.
Well.. I don't know if you guys got my point.. hahaha' Just ideas.. ^-^''