It takes a while to get used to the slightly
floaty jumping, but apart from that it's precisely the sort of solid homebrew you'd hope to see on this sort of download channel.
Controls are not great either, with
floaty jumping and dodgy platform jumping.
Mega Man and Simon Belmont of Castlevania, have low, leaden jumps that lead to much frustration, while Pit of Kid Icarus and Samus Aran of Metroid employ loose,
floaty jumping that makes sense in their contexts (as a winged boy and low - gravity galactic bounty hunter) but lacks precision.
Though, I'm not a fan of
floaty jumping or the snapping camera action experienced when juking left and right quickly on the d - pad.
Fast - paced, satisfying gunplay reminiscent of Call of Duty, but also with an added element of increased mobility, which reminded me a bit of Halo and
its floaty jumping.
In the original title, I really liked
the floaty jump mechanic.
However, with movement tied down to the Left Stick only rather than the directional buttons, A controlling Max's rather
floaty jump and the puzzle solving marker actioned with ZR and then a face button dependant on whether you are destroying or creating a new item, they don't feel particularly natural and instead occasionally come across as irritating.
It keeps company with the rubber - band physics of Motorstorm and
the floaty jump of LBP.
Rather than a jetpack, it feels like Ash just has a really high, really
floaty jump — sometimes it'll seem like it clings to surfaces, while other times it won't quite work properly.
For example, the delays between actions and extremely
floaty jumps work with the bongos, but they feel awkward without them.
Bringing in a host of new movement options, like boost jets for a higher, more
floaty jump, as well as Titanfall-esque wall running, getting around the relatively tight maps is a thrill, and some how made it easier then ever for EVERYONE to blow my ass out of the sky.
The game is a sidescroller, though it has plenty of vertical action included thanks to
the floaty jump physics.
And considering the stages don't have outer walls, you can easily overshoot a jump and fall to your death repeatedly due to
the floaty jumps and difficult perspectives.
Yoshi not only has a more
floaty jump to help Mario across more dangerous chasms, but he also provides the game's best use of motion controls, as Yoshi's whiplike tongue is controlled by pointing the Wii remote to gobble up enemies or interact with objects.
The moves themselves are easy enough to use, though the game does suffer a bit from the stiff character movements that were frequently seen in fighters of the day (
floaty jumps, some slowly - performed moves, etc.).
Zoe has a bit of
a floaty jump, almost like Yoshi in Super Mario World but a little looser.
Not exact matches
I hope you're wearing
floaties — if you're anything like me, you'll be
jumping headfirst into this Bourbon Pumpkin Caramel Sauce and eating your way out.
It is true — I love to see models moving about in the big wide world — it always makes the clothes more appealing to me, and on that note I am off to the beach for a
jump around in a
floaty skirt — thanks for the inspiration!
Get 70's inspired with a lace up front
floaty blouse, amp uo the glamp and add a sultry edge to your look with a lace up plunging bodysuit, or channel sportsluxe styling and team a lace up eyelet detail
jumper with your go - to denim and oh - so - cool pumps.
Love this new
floaty take on the dungaree worn here with a classic
jumper but team it up with a crisp white shirt and blazer and you have the perfect Fall 2017 office look!
Younger children will need
floaties here, but you won't be sorry for your effort, and there are big rocks for
jumping into beautiful swimming pools.
The
jumping and climbing animations felt and looked
floaty, though.
Seemingly minor things like «The
jumping feels
floaty» or «the text speed is too slow» are all too often the only things that stand between a great game and a not - so - great one.
Everything feels a little loose, and I'd say «
floaty» which is a term normally reserved for describing
jumps, but it feels appropriate here.
At times the boy can feel almost
floaty when he
jumps, there are still issues with hanging off the side of ledges and stretching out to
jump to another ledge (a major gripe I had with SotC), and much like trying to cover a bowl of leftovers with plastic wrap, your character will grab onto everything you don't want him to and fail to even lightly grasp the item on which you desperately need to cling.
At times the boy can feel almost
floaty when he
jumps, there are still issues with hanging off the side of ledges and stretching out to
jump to another ledge (a major gripe I had with
It's a little
floaty, and because wall
jumps are unlimited, there's less risk in
jumping off the stage to attack an opponent.
Jumping feels
floaty and imprecise.
Also, look out for the hilariously
floaty (but still rather enjoyable)
jumping physics.
Not only does the all - important homing attack feel
floaty, but Sonic has a strange new triple
jump that never felt quite right.
There is an overwhelming sense of inertia here: the
jumps are
floaty, you will keep moving after you stop pressing in a direction, and there is a massive boost to your acceleration if you time wall -
jumps and ramp -
jumps correctly.
As you work your way through the levels, Tom is required to
jump, and you'd best hope he has found some lucky heather on his journey as the
jumping is annoyingly imprecise and
floaty.
It's strange to say, but
jumping feels very slow and
floaty.
OK if you guys give a damn about this series that is said to bring sonic to his roots you guys have to fix the issues in the game, such as the running animation you have to fix the
jumping floaty crap, you have to FIX THE BROKEN SPINDASH!!
Q: Players who got their hands on the demo in the first day were complaining about
jumps being to «
floaty Eor slow.
First - person
jumping puzzles absolutely blow, especially when being fired at and with
floaty controls
Here, the characters move so slowly and
jump so
floaty it's hard to complain about Brawl's movements by comparison.
The
jumping speed is also a bit slower and
floatier, but easier to control.
Unlike most games of this genre Plasma Spheres 2 is played in a front view 2D platform style and it works well, although the
jumping can feel a little
floaty.
While there was some room for improvement (
jumping in particular felt a bit
floaty), I find myself wanting to compare movement in Ashes of Creation's pre-alpha to that of fully released MMOs instead of games that would more accurately be considered its peers.
Sadly, it can be very sluggish, and the
jumping is somewhat overly
floaty.