![]() Even if my idea sounds awful, I would say that the "tactical" playlist does not represent a true tactical shooter, maybe you could change the name and forget about it?Ībsolutely loved the game, my favorite level was the hitscan and the double jump one, I'm definitely gonna try the previous games, best of luck with the development! This "rebalance" should make the levels last way longer than expected so the par times will need to be readjusted. ![]() Just an idea: if you really wanna make the noodle "tactical" you could make it so that when moving forward the end of the noodle spreads wide open, like a hopper, this makes the gun innacurate at long range and forces the player to stand still before shooting or run from cover to cover, dodging bullets, I also think that the noodle should recover slightly faster when moving the mouse or when affected by jump springs. It is a really interesting mechanic but I treated it as a penalty for flicking and strafing and I didn't bother going for the curved shots. This is detracting from the fast-paced and time trial based gameplay, personally I didn't really mind and adapted rather quickly. I partially agree with the people above that the noodle gun is interesting but a bit restricting/punishing, when I think of "tactical" shooters they make me stop or move slowly before shooting, this noodle made me hold W at enemies and wait for the noodle to center itself. One bug (or inconsistency) I found was that the blue slime platforms have a reduced hitbox, landing on them was easy enough, but jumping from them had to be very precise, I fell off them one too many times, maybe this isn't the hitbox fault and it's just me (eventually got used to it), this led me to spam spacebar multiple times to transition between them, to put it simply, the borders seemed to "eat" my jump inputs, maybe the game thinks you're airborne and it doesn't let you jump. Just beat all demo levels with 3 stars, difficulty (at least for me) was just right, challenging enough. I get the sense that if I bought the full game, I'd enjoy the heck out of the classic style levels and then leave a negative review anyways because I forced myself to suffer through all the other playstyles despite not enjoying any of them. I understand the desire to try new things but I'm not sure why these new things were the ones chosen when they all fundamentally wreck the fast pacing that made the games fun to begin with. ![]() The handgun level was kinda neat I guess though making enemies take multiple shots also feels like a mistake that slows down the gameplay. the noodle gun in particular just seems to exist to slow down the game as I'm not sure how you reasonably intuit where your shots are going to go without coming to a stop, the tactical shooter just seems more punishing than normal while taking away any and all air control, the crawl gun also has weight to the bullets I don't enjoy and takes away parrying, one of the most fundamentally fun parts of the game. The general feel of the game is fine but I can't help but feel that all of the alternate playstyles subtract more than they add.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |