Character and
enemy designs feel cute and expressive, and the atmosphere manages to be simultaneously lighthearted and mystifying.
Character and
enemy designs feel cute and expressive, and the atmosphere manages to be simultaneously lighthearted and mystifying.
Enemy designs feel like a greatest hits of well worn archetypes: fast minion zombies, fat exploding zombies, heavily armored elite zombies.
The giant open spaces made the world feel empty and
the enemy design felt cut - and - paste.
Enemy design feels like it is lacking in Revelations.
Blowing up prehistoric dinosaurs one level and blasting through knights from the middle ages the next keeps
the enemy designs feeling fresh.
Not exact matches
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Feeling Hurt?
Shooting is a natural and genuinely fun experience and level
design is immersive, although
enemy types and puzzles can start to
feel repetitive at times.
With interesting terrain, stage
design, and
enemy placement, each battle
feels fresh, and adding layers with each fight of the first world adds a satisfying
feeling of progression from tutorials to trials and tribulations.
The gritty art
design and great
enemy types do a great job of world - building that makes this reboot
feel very fleshed out.
The total of 12 multiplayer maps are well -
designed and remind me of the old school stationary spawn points from Counterstrike, the weapons
feel sturdy and a melee attack on an
enemy player's face
feels as great as ever.
I constantly
felt like the game was
designed to be played in multiplayer as the bosses were sometimes near impossible and there were just too many
enemies thrown at you at once.
And despite how nutty Norse mythology can get the ordinary
enemies feel slightly uninspired, with lots of palette - swapped trolls and zombie guys but few really unique
designs.
I don't think the battle system is really all that great especially the
enemy design can get repetitive easily so it starts to
feel like a grind.
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.
I'm not going to spoil any of the game's strange twists — but suffice it to say that the level and
enemy design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just
feels like the developers had so many great ideas that they couldn't bear to leave one out of the game.
Being forced to sit between my mortal
enemy and my ex-girlfriend every afternoon made seventh - period math
feel like my own private Kobayashi Maru, a brutal no - win scenario
designed to test my emotional fortitude.
Level
design is far more open, allowing for multiple strategies and varying
enemy AI to adapt in real time and make each encounter
feel unique.
Even the first level on the tougher difficulty setting
feels near impossible, but whilst I would usually relish the intense challenge, it's not thanks to the level
design, or the
enemy placement that makes BLEED such a challenging game — all of which are rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
The
enemy designs are unique and over the top and overall it creates a very distinct
feeling world.
The only real weak point is some of the
enemy design which
feels imported in from other (and perhaps better) games.
Falling Skies: The Game will also feature dynamic
enemy AI and map randomization
designed to make every mission
feel new and fresh.
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.
Each character and the
enemies that you will encounter are uniquely
designed and keeps the game
feeling fresh.
While there are certainly gorgeous vistas to take in as well as a good number of new
enemy types to encounter, I
felt there was a lack of creativity in the new areas, and even with some stand - out locations, as a whole I was underwhelmed by the level
designs.
While the world environments stay mostly the same, the level
designs now include a larger quantity of
enemies, a major number of gaps for Luigi to fall through, and rarely does it allow a place in which the player might
feel safe to stop and rest; the game is all about speed and it makes it quite clear from the very beginning.
As my comments in VGH # 21 will attest, a couple of the glaring issues are the terribly
designed boss battles and the
enemy AI
feels like it comes straight out of 1998.
This is the kind of
feeling that I have not
felt for a long time and the level and character
designs are so well realised that I did at times question the sanity of the game devs when coming across the more grotesque
enemies in the game.
The
enemy design was among the most creative the franchise ever achieved, the speed and fluidity of combat made the game simply
feel more enjoyably to play and the story and lore pays homage to some of the best horror writers the world has ever known.
From the
enemies to the weapon
designs they all just
feel right.
Levels are
designed quite well, and while some do
feel linear, almost all include some large areas filled with
enemies that require careful thinking or a lot of bullets to take down.
While as a side - scrolling beat «em up it looks a lot like hundreds of other games, Mutation Nation benefits from a plethora of Running Man - inspired
enemy designs that make each level
feel like specific and unique rather than a prolonged brawl with a bunch of repetitive randos.
A combination of the fixed isometric camera angles, an increase in objects /
enemies that kill you or just insane level
design moments result in all the happiness nostalgic
feelings will make you seethe with rage.
Having each chunk be actually
designed helps the levels they create also
feel properly
designed, as opposed to the haphazard - seeming maps and
enemy placements that some procgen games feature (not necessarily bad, but something I wanted to avoid here.)
Frustrating controls and cheap
enemy attacks really piss me off and I
feel it is lazy game
design to depend on such things to make a game challenging.
From bone - throwing skeletons to minigun touting Frankenstein monsters, the game's art
design feels tailored for Halloween, although you'll be facing the same handful of
enemies on every level, albeit with slight color palette swaps.
Interesting creature
design, a cool death cheat and playing as the full stable of bad guys just can't cancel out sluggish and disjointed combat, frustrating jumping and the
feeling that I'm fighting the controls more often than the
enemies.
There is a unique charm to the game, from the
designs of the robots and
enemies to the terrain and general gameplay mechanics, Nom Nom Galaxy
feels decisively unique.
This is one of the divisive arguments surrounding this genre: some believe the lack of combat cultivates the
feeling of helplessness, whereas being able to defend oneself creates a new dynamic in the game and allows for more freedom in
designing enemies and their interactions with the player.
Enemy design is neat and well varied, but they lack any animation — everything
felt fairly static during battles, so
enemies never
felt particularly imposing.
Score Rush
feels a good bit like Mars Matrix in that regard, itself a fantastic shooter with humdrum
enemy design where the opposition
feels like little more than placeholders for players to train their lasers upon.
Action and combat - driven — you are a subject matter expert in the area of
enemy design and combat
feel
One thing that the game does fantastically is trying to change up the level
design so it doesn't
feel like you are just blasting down
enemies trying to get to the end of a stage.
The Souls - level challenging
enemies and level
design are here, but so is an exciting and fluid combat system, where every weapon has three stances for varied usage, and timing «ki» pulses to restore endurance and continue your onslaught becomes so second nature, you begin to really
feel like a well - trained samurai.
Extensive understanding of the systems
design process including motion models, weapons tuning and
feel,
enemy concept and
design, tools / upgrades, economy, balance, testing, etc..
It has more complexity than the previous 2 games, it has that good old arcade
feel to it (it looks and sounds very similar like the original arcade version of the game), the gameplay is fun and challenging, the framerate is also good, the
enemies are finally
designed in a way they should have been done even in the 2600 version, and Mario finally has the appropriate and familiar look.
Dark Souls is just filled with dull, tedious fantasy landscapes and uninspired
enemy designs that often just
feel like re-skins from game to game.
The core mechanics of the game still remain intact: it's a top down twitch shooter that has players eliminating
enemies on meticulously
designed levels, and it
feels just as hard to put down as the last one.
It was completely lacking in story, had repetitive
enemies, but its gunplay, fast cooperative action and loot
design were incredibly well done, but it still
felt like the game was lacking any real ambition.
The animation is spectacular, the
enemy design is unsettling, and dodging, jumping, and slashing away at tentacled monstrosities
feels smooth and responsive.