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在「RimWorld 綜合討論」討論區內
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Caravan forming
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usurpine
在「White Knuckle 綜合討論」討論區內
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can you complete lost pier without blink eye?
在「Fallen City Brawl 綜合討論」討論區內
0
Some small feedback
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GoofyMaster
Here’s some of small feedback after playing for a bit and getting #3 spot on steam leaderboards. I’ll try to list them from most important to least important things to change or improve in my opinion.

Enemies should have unique wake-up timing/states. Right now, all of them will wake up at the same time regardless of their type, there is no variety to it and it makes stacking up enemies far too easy and predictable. Similarly, no enemies have any wake-up, aerial or any other type of punish for mindlessly spamming. It’s kind of a staple for bmups to have ducking, sliding or enemies that take a quick step back to try to get out of easily abusable situations.

Option to discard/throw pickable stage weapons. Currently you’re hard locked to a weapon, like sword, when picked up from the ground.

Allow running and jumping while holding pickable weapons of small type (like swords, pipes and so on). It makes sense for large weapons, like bicycles that you can’t jump or run.

D-Pad Down + Attack while jumping should have a unique aerial attack that doesn’t knock back enemies.

Quicker way to let go of grabs – currently the only way is to throw the enemy backwards, but it would be good if we could do so by using blitz, special weapon or jumping (Iron Jackson has a jump grab, but others should either cancel grab with jump or be able to vault over to the other side of the enemy like in SoR).

Larger grab hitboxes – Especially for Iron Jackson, it pretty much feels like you have to clip directly into the middle vertical axis of the enemy sprite, instead of let’s say just 1/3 of it.

General hitbox improvement for enemies – It’s hard to list all of the issues without a debug build with visible hitboxes, but many enemy attacks, like Ninja jump slash or motorcycle/car enemies feel like they have a lot of hitbox area way behind their back, meaning that you can still get hurt when you are behind them and they are attacking in opposite direction of you.

Iron Jackson doesn’t feel too unique compared to other characters, the Molotov is slow to explode and outside of the regular jump grab he doesn’t have any special grabs that other grappling bmup characters usually have. Maybe instead of the ground pound he can instantly pick up enemies? Similar comment as above, jump grab + d-pad down could do a pilediver move like in Final Fight.

Maybe a new enemy type? I think all 3 male characters were repurposed into enemies to an extent but Natasha didn’t for some reason. Could be also repurposed to be like Poison from Final Fight enemy or something like that for more variety.

New pickable weapons, that could also be added to the Chaos Ninjas. Right now, there is no challenge in just spawning 4 of them with katanas, because all of them have the same AI behavior and will jump in near perfect sync if you align them. For example, if new weapons like kunai, sai, nunchucks or whatever fits for those ninja enemies are implemented then maybe each consecutive chaos wave could mix in different weapon types, so there would be a lot of more challenge going on, since I would expect each weapon to give the ninjas different behavior, speed, how they circle you around etc.

Camera scrolling behavior during “GO!” sections could be revamped. Currently, the player is forced to be at the complete right edge of the screen for the stage to scroll till another enemy spawn. This causes few issues: One is that the Player does not see anything in front of him. Another is that the camera doesn’t advance far enough to show newly spawned and advancing enemies (so if you don’t memorize the spawns then most likely you will be hit by the fat hammer guy offscreen). And generally, this allows for far too easy enemy kiting, since when you memorize the placement, then you can punch them instantly, but because the screen boundaries now act as a wall then they get instantly juggled.
Most bmups just scroll the camera in advance when you are in 2/3 of the screen’s position to the direction it’s supposed to scroll. And then enemies usually “jump” into the stage so you cannot easily abuse the spawn.
在「Dice A Million 綜合討論」討論區內
2
How to unlock Put a die in the right place?
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GinsuSamurai
1
Holdfast: Age Of Sail - Announcement
在「Crusader Kings III 工作坊討論」討論區內
0
game preformance slowly rots and decays as game progresses
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Silli-Cate
在「Stardew Valley 綜合討論」討論區內
5
What do you love most about Stardew Valley?
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Frayze
在「Bongo Cat 綜合討論」討論區內
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кот
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TOLER
在「Monster Hunter Wilds 綜合討論」討論區內
14
2
Review update proves that the west has no standards.
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Kiririn
在「Counter-Strike 2 交易專區」討論區內
0
OPEN INV
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Zaju
目前顯示第 1-10 項,共 294,670,796 項