Sentences with phrase «repetitive level design feels»

- 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.
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