Sentences with phrase «design in any platformer»

This game has some of the most imaginative level design in any platformer, and I've been playing since NES.

Not exact matches

Fans of tricky platformers will find much to love in the game's design, but it's also a perfect starting point for anyone new to the genre — perhaps even those actively averse to it.
The designs were nice, it proved to be challenging, and it used some nice dynamic camera angles that I hadn't seen before in a 2D platformer.
Level design is among the best, most intricate and imaginative in any platformer.
It has pretty much everything you want in a platformer: solid level design, beautiful and detailed
It has pretty much everything you want in a platformer: solid level design, beautiful and detailed graphics, and an amazing soundtrack.
With an absurd level of difficulty and some poor choices in its level design, Knack will probably appeal only to die - hard action / platformer fans.
Fans more interested in Sonic's 16 - bit glory days will want to keep an eye on Sonic Mania, a throwback game designed in the vein of the Genesis platformers.
Bigger levels to explore, more abilities for Mos to utilize, better visuals and impeccable design make this a platformer that exceeds its predecessor in just about every way.
Essentially a level pack designed to cash in on the success of the 1985 original, it pitched its extreme difficulty as its main selling point, paving the way for dozens of «masocore» platformers — and, for that matter, nigh - impossible Mario Maker courses — to follow.
A good platformer not only requires a good gameplay experience in terms of level design and controls, but also need to do a good job of conveying an experience to the player.
+ Amazing soundtrack and art design + Raises the bar for boss fights in modern platformers
Sure, it might look like a mobile title and some of its gameplay systems certainly suggest a healthy dose of that design DNA, but look past its lo - fi veneer and you'll discover a wacky little 2D action platformer that doesn't ask much of you but gives a lot of entertainment in return.
The level design in the game is easily the best I have seen for a platformer.
On the surface it's a standard action platformer with plenty of running, jumping and shooting enemies, but a novel ability to jump in and out of both the foreground and background creates a unique experience and some devilishly designed levels.
Double Fine designed Rhombus to be a PlayStation VR experience, so instead of being an action platformer with adventure game - like elements, you'll primarily use the power of Clairvoyance to jump between people and sea creatures in order to solve puzzles and help free the party from their induced psychic states.
Tropical Freeze isn't a heavy - hitter from Nintendo in the same way Breath of the Wild or Super Mario Odyssey are, but it's a fantastic platformer that's bursting with creativity and expertly designed challenges.
It errs a little too much for my liking on the Igavania side of the scale of the scale in terms of how in favor of the maze - style level design it sacrifices certain environmental hazards (e.g., instant - death pits) that give the platforming some real teeth in pure action platformers, but Odallus pretty easily outclasses the likes of Simon's Quest and NEStroid.
Armed to the teeth with an impressive array of weapons and abilities, the game pits the player against all manner of extra-terrestrial creepy - crawlies; and whilst it looks and feels like a platformer from a bygone era, Axiom Verge has been designed with modern gaming in mind, even offering the player the opportunity to manipulate the world through the kinds of unintentional glitches that affected its ancestors.
Tropical Freeze isn't a heavy - hitter from Nintendo in the same way Breath of the Wild or Super Mario Odyssey are, but it's a fantastic platformer that's bursting with creativity and expertly designed challenges.
Graphically, Rad Rodgers excels in every aspect that a platformer should as Rad, Dusty, jungle inhabitants met along the way and their enemies have amazing character design and animations, while Rad's blaster produces some stunning effects, alongside beautiful environments that are truly complimented by brilliant lighting and shadow effects in addition to retro stylised throwbacks such as a pixelated effect that shows when a glitch is nearby and the corresponding Pixelverse ventured into by Dusty.
Pros: A new Sonic platformer for series fans, better than Episode 1 Cons: Technical issues, general blandness in level design
When it gets down to it, I think what allows the Mario series to endure amongst this currently crowded field is it's mastery of snappy action in level design, as well as it's utilisation of power - ups, which very few other platformers dabble in.
Not only is this indie platformer an achingly beautiful masterclass in hand - drawn art design, but it's blisteringly fast, taking everything we know about parkour and strapping it directly onto a Saturn V rocket.
While that sort of design methodology can work in some genres — it certainly did with the the lane - runner Sonic Dash — it just doesn't make for very good platformers, 2D or 3D.
The Short Version: Team Indie is a reasonable puzzle - platformer that falls flat in the personality department, wasting its legendary guest stars on a limp story, forgettable protagonist and derivative art design.
A case in point: Super Rude Bear Resurrection, a thoughtfully - designed platformer in the vein of Super Meat Boy (but with a very clever, macabre corpse mechanic).
His big break, Maniac Mansion — which the Oregonnative wrote, designed and directed — was released in 1987 by Lucasfilm Games, and almost single - handedly took the graphic adventure genre from niche concern amongst an endless sea of shooters and platformers to something close to a gaming phenomenon, one point and click at a time.
Platforms PlayStation 4, PlayStation 3, PlayStation Vita [Previously on PC] Publisher / Developer Facepalm Games / Curve Studios Genre Puzzle Platformer Platform Played PlayStation 4 The Swapper was one of 2013's best titles, while also producing some of the most intelligent puzzle design in recent memory.
Stick It To The Man was an underrated puzzle - platformer so clearly designed to be in the style of Double Fine that Tim Schafer was thanked in the credits.
«Today's gamers want an experience that's fun to master and equally fun to stream and watch with friends,» said Vilas Tewari, CEO and programmer, Candescent Games, Inc. «With that in mind, we designed Tinertia to be a skill based action platformer.
Burbank, CA — April 27, 2015 — Fueled with rocket - powered love, new indie studio Candescent Games, Inc. and design partner Section Studios, along with indie games partner Reverb Triple XP, have primed their powder to ignite the dynamic action - platformer Tinertia in Fall 2015.
The truth is that if you're a fan of well - made, expertly designed and innovative platformers with the odd literal pit — fall here or there, you'll take heart in the fact that there is plenty to go around.
Adding that to some remarkably creative uses of 3D visuals in both level and boss design, as well as as greater emphasis on exploration, and you have one of the finest 2D platformers of the era.
Great level design, tight gameplay controls, and the added challenge of the timer makes New Super Luigi U a must - buy for fans of the series or fans of platformers in general.
I remain confident that the final game will have more to offer, as this dev team has way too much experience designing insane platformers to let this be as tame as it alluded to in the E3 demo.
The goodies in this latest version include a platformer inspired by a certain classic, an arena shooter, a commercial RPG, plus games from IGF finalists cactus and the guys at Three Rings Design.
It is like Super Meat Boy in the sense that both are frantic and precise twitch platformers with ultra-tight controls, smart level design, great collectibles and speed challenges, quirky charm, and tons of content at the price point, and like Super Meat Boy, it's a must - have for those who love a brutal, but fair test of precision platforming prowess.
Just last year, HAL Laboratory and Nintendo collaborated on the release of Kirby & The Rainbow Curse, a platformer addition to the Kirby series designed for the Wii U. We've seen rainbows (or at least bursts of color) in Kirby games before, but in this one your task is to guide the popular little hero along (he's stuck in ball form and thus rolls ahead aimlessly) by drawing rainbow tracks in his path.
Similarly, the game feels ancient in the way it's designed and comes with some tropes synonymous with the classic action platformers of the PlayStation 2 — and honestly, I appreciated it all the more for having that gritty, low - poly, old school look and feel.
Our design keywords are local multiplayer and new interfaces but we are not bound to a genre so you can expect to get challenged in everything from, party games, platformers, action / adventure, puzzle games or vehicle simulation.
In Super Mario Sunshine, Mario's jumps, wall jumps, spin jumps, they all felt precise and perfect, and so despite the lacklustre stage design and Mazza's talkative water gun, I couldn't help but believe it to be one of the very best platformers, and it was my favourite for the longest time.
The original GrandQuest, in spite of some flaws regarding performance and design, helped to spark the creation of large platformers making full use of the scale the creator can allow.
The visually appealing maps that were designed by Stanley allows the puzzles to shine even brighter, as it is perhaps some of the best scenery ever used in a platformer.
Talking to Dan Hurd about redefining the 3D platformer in VR, the importance of positional audio, and how much more challenging level design can be.
«Mario Maker» is a game - making program in which players can design levels using the obstacles, enemies and other assets of the classic «Mario» platformers.
The F310's D - pad, which is sometimes an afterthought on other controllers, features a responsive design that lends itself well to platformers such as Shovel Knight and simple menu surfing and button combos in Final Fantasy XIV.
Shantae: Half - Genie Hero Ultimate Edition is an expertly crafted 2D platformer developed by WayForward, a studio that is renowned for their expertise in designing platforming titles.
A 3D platformer with no jumping, Captain Toad was directly inspired by Super Mario 64's «garden in a box» design ethos, which emphasizes surprises and challenges in a self - contained space.
platformers in Super Mario 3D World, a strong, creatively designed multiplayer - friendly title that I've played all the way through something like 3 times, with different people in each go - round.
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