Basic enemy design is fantastic with bad guys who movie quickly and are tough to hit too big bad powerful creatures who can take tons of damage.
Not exact matches
While the audio and visual
design is solid, the game does have an indie vibe to it (animation and
enemy pathing aren't spectacular, and the 3D models are fairly
basic).
Whilst fans were more or less unanimous in their praise of the game's visuals, many felt the game to be a
basic rehash of the NES games, with similar
enemies, bosses and even level
design littering the game from start to finish.
Naturally it's a
basic visual style, but
enemy designs are universally awesome and everything is beautifully animated, making this a real looker.
The
enemies themselves are a mix of old and new
designs, with your
basic opponent being melee and ranged equipped cyborgs that attack you in groups.
Sound is also pretty generic, with human
enemies making
basic zombie - like noises while mechanical ones have no real personality to their audio
design.
While the
basic mechanics of running, jumping, and shooting are all serviceable, the
enemies and level
design can feel way too random and cheap from play to play.
There is some great level and
enemy design at work here, along with the ingenious black - and - white segments in certain levels, which force players to use Kirby's most underrated and oft - forgotten
basic ability to suck in objects and blow them out as stars.
Developed by (but not credited to) those masters of the bizarre at UPL, it took the
basic single - screen shooty formula and added detailed full - color graphics, varied
enemy formations and movements, intricate and truly alien invader
designs, and new gameplay mechanics.
I'm an absolute champion of gameplay over visuals, though the UI is as
basic as you could ever imagine and the
enemy designs are generic.
All game elements are
designed to make this situation the recurrent theme of gameplay, and the player learns the
basic rule: Fighting an
enemy from cover is a winning situation.
From one parent we get the
basics: a sprightly adventurer, Melody, delves into four randomly generated dungeons, collecting items, battling monsters and digging for treasure, all in a delightful 2D aesthetic most immediately reminiscent of Link to the Past - era Zelda; if the
enemy designs and top - down viewpoint don't summon that to mind, the (usually empty) heart containers in the top right will.
The level
design is
basic and
enemies are sprinkled conservatively across the map, removing any degree of challenge of tension to the scene.
Considering the totally original gameplay idea and the fun environment
designs, you'd think that Sonic Team could have come up with some equally unique missions to go through, rather than
basic «beat the
enemy» or «collect coins».
While the audio and visual
design is solid, the game does have an indie vibe to it (animation and
enemy pathing aren't spectacular, and the 3D models are fairly
basic).
It doesn't offer a hardcore «bullet hell» experience, but varied
enemies and nicely
designed waves of action elevate this
basic formula to deliver enthralling stages that conclude with wild boss battles.
There are a small handful of varied
enemy ship
designs, a few
basic starry backgrounds, and the icons used for the power - ups.