Резултати от търсенето

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0
NO WAYPOINT = NO BUY!
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Lil Queef
0
Is it really so hard to enter the Casino
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UncleJyro
Във форум „Base Defense Общи дискусии
8
How to change resolution.
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Nyan-cat
Във форум „13Z Общи дискусии
0
The good & bad after playtest
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Smokin Zero
First of all I had a blast playing the game. Combat feels fluid and good and overall I like the art style and the direction. However there are a couple of things I also didn´t fully enjoy and hopefully this feedback helps to further improve the game

Possible improvements:

- Please allow sensitivity for controller to be increased further. I had it at maximum 10 and it was still very slow. In a 3d environment where your enemies and especially projectiles come from all directions you ideally want to turn around faster

- Jumping in this game feels very "floaty" .. what I mean is that I feel like I would player a super light weight character like a feather that can stay unusually long in the air. Maybe this is intended but I feel like when you can dash mid air I don´t have the need to stay in the air endlessly. It just feels kind of off putting for me. Personally I highly enjoy games like Sekiro where movement is very ninja like and fast but still feels punchy and impactful

- Unlockable skills kind of felt weaker then the base skill set. Like the first light attack (needle something) which you unlock deals slightly more damage but you stay in place while executing it. Compared to the standard attack which you start with this is a huge downside. Same goes for the remaining skills that you unlock. The spears which drop from the sky (special) only around you feel lack luster due to missing aiming and AoE .. I still found the first special way better since its AoE and it gives you immunity frames. I feel like unlocking skills should at least slighly feel like you are improving

- The "tree" unlocks felt very weak and plain. Flat health scaling, flat damage scaling, flat resource scaling. Maybe sprinkle in some gameplay altering unlocks like "your light attacks have X chance to proc extra damage" etc.. this would also alter a little bit the gameplay the longer you play

- Stage diversity and enemy diversity is low (probably just an issue because its a demo). It would be a shame if the game would feel repetitive after a couple of runs because you always see the same

- Boss attack hit boxes seem off especially when you try to perfect dodge them

- Thunder element feels very strong compared to other elements due to static discharge actually being AoE damage which helps a lot with clearing stages fast. The other elements might need also some AoE potentialy like chilling an enemy multiple times makes him explode in a frost nove or something

- Combo variety. Ingame you have light attack and heavy attack where you mash the buttons. You might want to consider "holding light attack / heavy attack" as optional combo strings to give the gameplay a bit of variety. I would assume if the upgrades in general don´t change gameplay a lot it could get repetitive relatively fast

Overall however I think this is a great game and can´t wait to get my hands on the full version. Hopefully you guys can improve it further :)

Good luck

Overall I enjoyed the demo and hopefully you guys
5
Games are way too short
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Seasick
365
25
RICOCHET Anti-Cheat™ Update – Season 05
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Onechilldude
4
so many cheaters in priemier are we just acting like its okay?
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Xi JinPing
Във форум „RimWorld Общи дискусии
0
Detoxifier question
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Mringasa
8
I found an invulnerablity glitch.
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Hotel Security
Във форум „Deutsches Forum
27,374
19
♩ ♪ ♫ ♬ Der Musik-Thread ♬ ♫ ♪ ♩
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Acroamatibus
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