Sentences with phrase «multiple enemies on screen»

Furthermore, if there are multiple enemies on screen, some spouting magic from their orifices, players will struggle to run to safety due to the lag.
In most cases, there will be multiple enemies on screen.
What makes Cuphead so incredibly difficult apart from the level design and multiple enemies on screen and projectiles to manage is the lack of checkpoints.
The game is essentially a beat - em - up sidescroller, with multiple enemies on screen at once.
One big problem I had with the sniper was it's manual aiming often had me missing when there were multiple enemies on the screen and then getting killed waiting to reload and re-aim.

Not exact matches

Facing: bad camera controls near enemies and walls; pointless trips through multiple loading screens just to refill items, (like knives, cocktails, oil, etc); controls that have you jumping into mobs, when you are trying to jump / side step away; lock on targeting that will sometime work, or sometimes spin you so you are facing away; controller actions that make you time
Not necessarily, it looks like DK Tropical Freeze is not some mere «2D cartoon platformer», but has multiple tiers of action, with level interaction and very large intricate enemies attacking from the foreground and background, a lot of very highly detailed and fluidly animated elements within each level, not to mention who knows how advanced the enemy AI is for each character on the screen possibly acting independently or interdependently of each other, all this requires lots of processor power to pull off let alone maintain a steady 60 fps.
- starts you off in a small town - in town you can visit shops, talk to people and accept a quest - the quest puts you in the middle of a volcano - your end goal is defeating the gigantic fire beast Ifrit - team up with a Goblin and Chocobo - fight multiple enemies, including some unfriendly Chocobo - enemies leave behind loot like recovery items and materials for crafting - by pressing L or R, you get access to four attacks - attack names include Plunder Slash, Mercurial Thrust and Trinity - charge a power meter and then hit L+R at the same time for special movies - one special lets you change into Cloud with very powerful attacks - run with the B - button - camera switching is handled by the D - Pad - info on the upper screen that gives you constant battle updates - bottom screen shows the status of all the characters, plus a map
I've experienced my share of multiple deaths simply because of a small closed off space with a many traps and enemies on the screen at once, and the checkpoint system after each loss adds to a serious chunk of progression lost between stages.
If there are multiple re-spawns, they will be counted down on - screen as the enemies are replaced.
I encountered enemies popping on and off screen on multiple occasions and slowdown in the frame rate, even when 3D was turned off.
The framerate gets killed when multiple enemies are on the screen, but even firing at a single enemy can cause it to drop.
Timing your attacks and switching between your weapons and magic spells is the key, especially when multiple enemies are on the screen.
Those do exist, but there are also times where you have a beat - em - up with multiple enemies or a boss battle where you are a flying beast firing chakra missiles at the boss while avoiding the onslaught of lasers, bombs, etc. on the screen.
One thing I truly enjoy about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button, making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this game's boost mechanics, which was probably the intention for the departure in the 2013 game.
Also, while the MSX2 had multiple enemies on - screen, the PC - 88 limits you to just one, which has the advantage of making it much easier.
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