birthdayhoogl.blogg.se

Hyper light drifter tv tropes
Hyper light drifter tv tropes







Guilty Gear is ace, but it just doesn’t like working with me. And while I love the game and have a rudimentary understanding of it, I struggle to truly snuggle up to its myriad mechanics when compared to the meat and potatoes of a Street Fighter or the dice roll of a Mortal Kombat. It seems that as far back as Guilty Gear XX I’ve been trying to wrap my brain around the title. Good lordy, have I wrestled with Guilty Gear for many moons. Rest up this weekend, and find the small joys. The race is long, and in the end, it’s only with yourself. So if you’re also struggling with 2022 so far, take heart. But there’s still time ahead for reparations, new paths, explored ideas, chased goals. I won’t lie to you about this stuff, y’see? Because you don’t lie to your friends. We’re already at the end of January, and I hope that your year has gotten off to as good a start as possible. Fix it and improve this is not good enough.Good morning, friends, and welcome to Whatcha Been Playing. Many indie actions have this problem, so shouldn't be too hard to HSD alone. If boss does X and my only option is to press the dodge button, remove X from the game and redesign go back to the drawing board. Make bosses pacing slower and reward good dodges not reward more dodges by allowing consistent in-between attack strategies. No don't do this, because then you literally BORE the player to death. Dodge dodge dodge dodge dodge dodge dodge dodge dodge dodge dodge dodge 1 single attack wheel another 50 hours of dodging until it's safe to attack again. Bosses have the same problem a lot of indie bosses have: they're dodge DDR bosses. I mean by the time the player drinks a potion I might as well have read a shakespeare play. I can't you can only do 1 action at a time and it takes blooody years. I want to heal while shooting while healing while mending I want to do everything at the same time. Enemies and bosses are wayyyy to fast compared to player. Reward fast fingers not exploitable tricks. Reward skilled risk play rather than safer play. Tip to indie action developers: reward better but less dodges. Since fighting the bosses only accounts for a small portion of the game, it's still a strong 9/10 from me. All of the non-boss stuff I throughly enjoyed, but I just didn't enjoy going up against any of the bosses. Again, it's not about decreasing the difficulty of the bosses, I just found the type of difficulty irritating (I didn't have that "Yes!" feeling when beating them, just a "Urgh, finally" feeling. Yes, that'd make it easier to beat bosses, but the developers could balance that by making the bosses stronger and/or their weapons and tactics better. But, I think for bosses it should act differently, perhaps temporarily taking away one medkit from your arsenal and expanding it to 10 bars. I think that the 5-bar health system is perfect for regular gameplay, because it lends to tactics of using medkits wisely as you navigate through the terrain and dungeons. Because of the 5-bar health system, which can't be increased throughout the game, you have to constantly nanny the health bar going down and time using a medkit *just right*, so you: 1) Don't do it prematurely and use one up unnecessarily 2) Don't wait too late and die 3) Pick a moment in the fight, taking into account points 1 & 2, to allow for the 2-second heal animation to finish (which can and does get interrupted by the boss, resulting in either dying if the boss gets you before it completes, or getting damaged if it's just after) I've found that beating a boss is more about monitoring the health bar about learning how and when to use it, which just isn't a satisfying way of beating a boss. I don't simply mean difficult, it's more the manner in which they're difficult. I only have one main criticism, which takes away from it being a perfect game, which is that the bosses are ridiculously irritating to beat. Loved the pixel graphics, and I personally thought that the "hands-off" approach in terms of storytelling and guidance was really refreshing (so many times a game overloads you with endless fluffed-up story, and holds your hand too much in guiding you along, taking away all the wonder and mystery).

hyper light drifter tv tropes

I think that the level of exploration and combat is perfect, both in terms of the amount and the difficulty. I love top-down 2D action RPGs, but the genre is a dying breed, so it's incredibly refreshing when a game developer makes one but also makes one so well. I love top-down 2D action RPGs, but the genre is a dying breed, so it's incredibly refreshing when a game developer Absolutely fantastic game.









Hyper light drifter tv tropes