Sentences with phrase «increasing number of enemies»

Romance Dawn can get very challenging, for the better that is, with the increasing number of enemies thrown in.
This harder setting ups the difficulty by increasing the number of enemies while raising their health, and at first it presented me with a significant challenge.
While it isn't a particularly deep mode to dive into, with each mission offering increasing tiers of difficulty for better rewards, it can be fun to try out the different heroes against increasing numbers of enemies.
The development team purposefully decided to add «large» versions of enemies and increase the number of enemies on - screen as a means of highlighting the Game Boy Advance's processing power.
Time is of the essence in this unique twin - stick shooter, as you race through the interior of a massive spaceship while being chased by ever increasing numbers of enemy drones.Key features: ● Enjoyable spaceship piloting experience, allowing you to skillfully dodge projectiles, kite enemies and drift around corners!

Not exact matches

Wired has called gamification an enemy of great support, and while dissenting opinions often point to cases like Microsoft and the increased productivity they saw when implementing gamification, the numbers don't tell the full story — a lower response time does not mean your team is doing a better job of taking care of customers.
- level cap raised from 130 to 150 - adds a new weapon skill: God Vessel (allows you to raise the attack power of a regular weapon to the same level as a Hero's unique weapon), available via a random drop - adds new Blessings - Speed Blessing, Luck Blessing: increase Speed / Luck - Healing Blessing: allows all units to automatically recover some HP, little by little - Transport Blessing: increases the amount of materials you can earn from drops - Master Blessing: increase the number, level, quality, and number of skills, of weapons earned via drops - Ordinary Materials Blessing: makes it easier to get ordinary / common materials from drops - Infernal Blessing: raises the level of all enemies to Lvl.
Players can dramatically increase their ability temporally depending on the number of members in the enemy team.
Other ex options include a first - person camera, music and visual filters, HUD removal, adding A.I. partners so a single - player can experience four - player local cooperative gameplay and an option to increase the number of adversaries in single player to the same amount of enemies appearing in local co-op.
Normal difficulty provides enough of a challenge, although the major differences between each difficulty level being a certain increase in the amount of damage you receive from every enemy, while the damage you deal to enemies is vastly decreased to such a point that you may have to even double or treble the number of times you shoot or make contact with your sword before having the same effect during the insane difficulty level in comparison to the easy difficulty level and in some cases; there are even a greater quantity of enemies to contend with.
This ability decreases the number of weak swarming mobs that spawn and increases the chance of a large boss enemy spawn.
The enemies increase in number and strength, but not enough to counteract the strength of the player.
My time with Swords of Ditto did suffer from frame rate issues as the number of enemies in the area increased, reaching a point of near - unresponsiveness when encountering over a dozen enemies at a time.
Players are given a certain number of lives, which can be increased by collecting coins, earning 1 - up Mushrooms, or by doing combos with enemy elimination.
Some items also increase the number of coins gained after defeating an enemy.
For example, Nintendo has increased the number of times one can get hit by an enemy, Donkey Kong and Diddy Kong now how 3 hearts each instead of 2 allowing the player to take up to 5 enemy hits.
• New «Mission Overview» has been added to the Mega Map • Contaminated zones will now display the required filter level on the Mega Map • Field data with audio will automatically play when you pick them up • If you start listening to field data with audio from the menu, you can keep listening outside the menu • Subtitles added for all Field Data that plays audio • Mission entrance menu usability has been improved • Significantly increased the number of crafting materials obtained from loot crates • The icon for landmarks in the Dark Zone has been changed and now indicates if non-player enemies are present or not
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Their AI's get higher while the number of enemies you run into increases.
In the more difficult modes, you increase the number of space lanes and enemy fire.
Based on the number of enemies felled and the score earned, you'll get more experience to make future levels easier as the challenge increases.
As your small band of figures increase so do the enemy numbers, but so do the game's flaws.
Each stage has a number of collectibles that gradually increase the length of the cord, letting him reach enemies and objects further away.
Picking up power - ups dropped by enemies will increase the number of gun pods that hover around the player, providing for a comical amount of firepower occupying screen at at any given time (so much that it causes significant framerate drops).
You can still blast and stomp in addition to summoning imps and spires, but Gat out of Hell makes the blast feel much more useful because of the increased number of flying enemies.
Your team's paint offers a number of perks like increase travel speed hiding places and climbing up walls but enemy pain slows you down and breaks your momentum.
In an inspired touch, the programmers portray this not only in level design, but also from an artistic standpoint, as the time of day (and even the weather) changes as time passes, and the number of enemies increases.
The power of your skills can be increased using ability points, of which you gain three every time a new level of experience is reached after defeating a set number of enemies.
Exploiting this is important and as the number of enemies in battle increases, you will plan your strategy instead of just trying to mash buttons and get ahead.
Not only will it increase the number of Ichor and Ichor stock, it will cause massive damage to enemies.
It's not a new term, but it's gained increasing prominence in the mainstream games discussion over the last decade, and is often associated with any game with overwhelming numbers of enemy projectiles.»
a b c d e f g h i j k l m n o p q r s t u v w x y z