![]() ![]() To keep this one constructive, I have to suggest an alternative. It is visually noisy and doesn't contribute anything in either gameplay or mood. ![]() It is not dangerous to walk over, and it's not animated specially, the hero just phases through it. ![]() The goo-girl's ranged attack leaves a large animated impact that is unnecessary and confusing to a learning player. The time saved in killing mandatory enemies faster may actually make stopping for upgrades the superior path for a speedrun, but the time spent watching it happen spoils it. Add the ability to press an action key to truncate the animation, perhaps with another fluid animation of expelling all of the experience specks simultaneously. It's cool and it adds to immersion to watch it happen, but make it a choice. Speedrunners have to avoid upgrade pedastals because of the length of the animation. As evidence of this not being a hollow complaint, 3, 31, 34, 33, 49, 63, 58, 60. I have to edit saves for stage checkpoints to accomplish what should have been bundled with the CG unlocks or just made a generic test room. It's a big draw of your game and it's mostly inaccessible. Having to save edit for sprite animations. I will be highlighting things using my knowledge of game design in general and this genre in specific. I'm not an artist, so this won't be about art. I've decided to focus on Eroico since you expressed an interest in criticisms of more recent work. ![]()
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