Sentences with phrase «basic enemy design»

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.
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