-
Repetitive level design feels somewhat bland - Short campaign is unappealing for replay value - Story could have been told better
Not exact matches
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.
In lesser hands, the art
design might have overwhelmed everything, leaving the
levels to
feel like an overly cluttered and
repetitive mess.
Like I said there are little to no puzzles, the
level designs are quite
repetitive with no personality, the game ruined what made other Zelda games great, which was fun items / weapons to use, this game they are pretty generic, and the overworld map
feels too small and looks like they pasted blah looking textures all over it.
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.
Most games involving exploration are not typically difficult in that regard as trial and error eventually solve most issues for any player, however the initial discovery along each puzzle was enjoyable in Hob due to the attention to detail and the
level design not
feeling repetitive.
The biggest change to the FDS / NES version is that it alters the
levels — there are 12 instead of 8, and each has its own original
design, so at least it
feels a little less
repetitive.