Sentences with phrase «many random difficulty»

By unlocking the shuffle game mode (at level 10) you can generate your own levels with random difficulty, marble waves, length and number of colors.
In fact, my only real complaint on this game would have to be the random difficulty spikes.
Full Metal Furies excels at addictive gameplay and a story that doesn't take itself too seriously, but suffers from random difficulty spikes and a control scheme that takes a while to learn.
The emphasis in Stacking is clearly on exploration, experimentation and discovery, rather than complex puzzles or random difficulty.
Coupled with that is the random difficulty spikes that can severely punish unprepared players.
There were some random difficulty spikes during the second chapter, but for the most part, it's a very easy game that doesn't last long.
Crash Bandicoot is decent, but with its many random difficulty spikes and around fifteen infuriatingly sadistic levels peppered over its latter half, it hasn't aged gracefully.

Not exact matches

It chronicles Dalrymple's difficulty in loading his music collection into the service in the first place; how it deleted some songs seemingly at random while duplicating others; button presses producing nonsensical results or none at all; and thoroughly broken recommendations.
Most importantly, while I do agree that common descent is supported by the bulk of the evidence (although admittedly there are difficulties at higher phylogenetic levels), I certainly do not think we have any reason to suppose the process occurred by random mutation and natural selection, the position Prof. Arnhart attributes to me.
Despite the frequency, support for parents is random and often families have difficulty working through their grief or don't share their grief until long after.
If, in the Sponsor's opinion, there is any suspected or actual evidence of electronic or non-electronic tampering with any portion of the Promotion, or if computer virus, bugs, unauthorized intervention, fraud, or technical difficulties or failures compromise or corrupt or affect the administration, integrity, security, fairness, or proper conduct of the Promotion, the Sponsor reserves the right at their sole discretion to disqualify any individual who tampers with the entry process and void any entries submitted fraudulently, to modify or suspend the Promotion, or to terminate the Promotion and conduct a random drawing to award the prizes using all eligible, non-suspect entries received as of the termination date.
Participants in these studies have greater difficulty remembering and reciting short lists of numerals and random words.
Whether it's the floaty and complicated vehicle handling, the confused radar, the repetitive nature of the missions, or the random and surprising difficulty spikes, Planet 51 gives players (especially younger ones) a multitude of good reasons to stay away.
People definitely have been having a backlash against the JRPG random - battle system, though, so it seems like the kind of move put in to appease them and help out new players, but it does take away from a lot of difficulty.
Both of these are a little odd, although one more so than the other — as you play the game and beat certain challenges (such as getting a B rank or higher on a Special difficulty track) you unlock «Keys» that let you pay a bird called Chuchu to poop out a gashapon ball containing three random user icons.
Most random battles aren't all that interesting, due to the very low difficulty level and the glacial combat pace, with things moving too slowly even at the highest possible battle speed.
The degree of difficulty is random.
In between tedious fights, random backtracking, and struggling with the overly sensitive camera, you'll also get to enjoy some half - baked RPG elements like fishing and bug catching minigames with wildly scaling difficulty, punching things for resources and talking with random characters.
This isn't necessarily a bad thing, however, as the lack of random encounters means the game's leveling system and enemy difficulty must be tuned well.
Once you've chosen the difficulty level of the game plus generated a random seed (which covers the randomly generated world you're surviving in) you're free to generate your survivors.
This new difficulty pulls random courses that have been categorised as being «Super Expert» after their creation.
Those spikes in difficulty are a real pain for us to smooth out, with random dungeons and bosses or different card sets.
In Push the Lane, different difficulty spikes happen at different (slightly random) times, resulting in a slightly different line shape each game, but a same, or similar amount of difficulty overall.
Once again, literally everything can be set by the person creating the session such as; The class, what level of physics to use, how long the race is, if a qualifier is in place, if the game will use custom tracks or only the game's ones, whether you want the track selection and weather to be random or a vote per round, AI difficulty, collisions and if it's a private match or public.
That's seven player classes, three difficulty modes, co-op, new random global events, and most of the main story campaign.
The strike playlist puts players in a random strike with the difficulty ramped up and modifiers added to alter the experience slightly.
Players can brave open space, random encounters that increase in difficulty as the game progresses.
Logically, you would think that the levels would increase in difficulty as you progressed, but the way Geometry Wars actually does it seems random and inconsistent.
When Derek Yu released Spelunky for free in 2008, his roguelike - inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation.
Instead, the difficulty is basically random, with certain bosses and sections simply being far too difficulty (or maybe even far too easy) for the point in the game in which they're encountered.
The game doesn't do itself any favors with difficulty when everything from powerups, weapons, to armor are all found at random.
Search match mode provides a quick and efficient way of searching for the online lobby that best matches your preferred settings or you can alternatively utilise the create match mode to implement your preferences including the length of the game mode such as a Grand Prix, MXoN race or Championship with the additional options of the category of event comprising of MX1 and MX2 bikes; the physics from a free choice for each player to a set standard, semi pro or pro physics; the race length from 3, 5, 10, 15 or 20 laps and the number of races within a Championship from 3 to 18 races; the option of a qualifying session; track and weather selection policies for random selection or voting; the difficulty of A.I. controlled opponents or no A.I.; collisions; privacy settings for having an open or private lobby; and the inclusion of downloadable content tracks.
Though it can be a bit frustrating thanks to difficulty spikes that seem a bit random, it also makes the experience somewhat enjoyable as one tries to get through tougher and tougher mazes.
This allows friends or random strangers to control Kait and / or Del throughout the story with you, making things even easier, so it'd probably be best to do this on a higher difficulty setting.
There is also the option to play a stream of random levels from any of the difficulty levels, or even to create your own levels.
While the core of the game at the regular difficulty contains turn based battles, the lower difficulty lets you skip many of the «random» battles, thus allowing you to enjoy the story at a quicker pace.
Options include single - player or team play with up to eight players, a choice of random levels or a specific level (up to 40), four difficulty settings (easy, medium, hard, and very hard), music and sound volume, and a Hall of Fame list that tracks the top 20 scores.
In fact, quite a few politicians will blame those with higher difficulty settings for those same settings, even though the settings are determined by random chance / the computer.
I really tried to love Strafe but the tedious, repetitive dungeon crawling, unforgiving difficulty and seemingly random weapons and powerups show that its polygonal, unfiltered graphics are nothing but a retro facade.
Because of this shift into multiplayer games, a game's difficulty can almost be considered completely random.
Here, you can choose your procedural seed or let the game pick a random one, and after deciding on a difficulty, players then head out into whatever it is the game decides to throw at you across five different levels.
Really enjoying playing but I have since discovered it's not as easy to pick up and play as previous Gran Turismo games, Gone are the cup championships and having to pass your licences to play the more advanced races, this is just a series of singles races, on single tracks and trying to beat 3 levels of difficulty and the tracks are unlocked as you earn experience and level up, also there aren't as many tracks or cars as any of the previous versions and seems a little like the limited Prologue game that was released at a cheaper price, I'm assuming it's more geared towards online racing, which I haven't tried yet because sometimes you just want to play your way without interfering with somebody else's game, nothing worse than going into a race and have some random person ruin your game by crashing into you or just cheating their way to win.
Here, you can choose your procedural seed or let the game pick a random one, and after deciding on a difficulty, players then head out into whatever it is the game decides to throw at you across
Because of this and random events such as disease outbreaks the difficulty level can rise if you were not prepared.
Speaking of difficulties, the challenge ramps up pretty solidly — Basic gives you a chance to learn a song with a few inputs, Expert more closely follows the beat of the song and multiplies the number of inputs, and Ultimate just throws rhythm out the window and expects you to hit the most random shit possible, like long strings of single inputs during a period of silence.
Fight off random waves of enemies that ensure every playthrough is completely different, and challenge yourself in 8 arenas consisting of 4 waves and 20 difficulty settings in the chaotic Arena mode.
Playing on 150cc will still prove incredibly difficult, but playing on lesser difficulties make things feel more fair and less random than in some entries of the series.
Every time you complete the 100 Mario Challenge, you are awarded a random Amiibo costume; However, you can't spam Easy and Normal difficulties, as you can only play easy difficulty 20 times and normal difficulty 45 times before being forced to play Expert and Super Expert to unlock the remaining costumes.
If you're a seasoned RPG veteran, I highly recommend playing on King difficulty with the encounter rate set to Low — not only will this ensure random battles occur at a more comfortable rate, but it will also ensure those battles are more challenging (since the lower number of them will mean less leveling - up along the way).
However, at its core is a random level generator that can create challenging and interesting levels of almost any difficulty, while simultaneously ensuring that every level is possible to beat.
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