Not exact matches
This is obviously really small ball, but
slow and steady
progress is good to see at this stage in the
game.
The
game progressed at a
slow pace.
Any lifter who's been in the lifting
game for quite a while knows that while it's easy to experience huge muscle growth while first starting out, your muscle building
progress will inevitably start
slowing down eventually reaching a plateau.
Like all good careers, you need to start from the
slower motorsport series and as you
progress, the
game opens up additional vehicles for you to drive.
The world exploration is
slow and methodical, and the maps you traverse are vast and get larger as the
game progresses.
Still, the
progress bar towards Legend moves absurdly
slow, so I'll probably still be ranked Hero when Halo 4 hits no matter how much I play the
game between now and then.
Supporters of the new policy can play all the semantic
games they want (and they are apparently playing them quite successfully and persuasively with federal education officials), the new standards will
slow progress towards closing the achievement gap.
Unfortunately, some of the things that Vermintide has tried to do to separate itself from
games like L4D only serve to
slow things down and made me feel as if my
progress was being actively hampered.
In the latest fan Q&A with the Grand Theft Auto creators, some (scarce) details were shared about the
game's
progress along the
slow road to release.
It's a
slow game as the opening hours don't present a lot of abilities to utilize in combat and specializing soldiers doesn't feel like its making much difference out in the field, but as you
progress a lot more options finally start to open up and those points spent in specific areas begin to feel worth it.
1st Production Department is independent, even if party owned, and Nomura and team are not struggling, but keep getting drafted to other WOOOONDERFUL
games like the Lightning saga, which is why
progress has been so
slow.
The frame rate
slows a little bit at times, but the
game's still a work in
progress, so the final product should look pretty amazing once all is said and done.
Earlier, Epic Games revealed internal difficulties
slowed down the
game's
progress, and among them is the redeployment of Paragon team members to help out in running the more popular Fortnite Battle Royale.
Also, some of the puzzles required an extra bit of thought and skill, which then
slowed down
progress in the
game.
Progress was
slow at first, but I soon reached a point where, with enough persistence and focus, I could bring my shiny next - generation
games console to its knees.
Whilst that's not an issue, the earning of VC by playing
games is so minimal,
progress can be painfully
slow to get the character from an overall rating of 60 up to a respectable level.
Those spotlights have
slowed down over the past month, but
progress on the
game itself hasn't and this week on Twitter Mika's given us a rough update on where the
game is at right now...
As the
game progresses, you witness the
slow but steady downward spiral that pulls Max further into a state of complete hopelessness.
There was a time when staff members were making
slow progress and asked me, «Mr. Fujisawa, which one do you think is «more like a DQ - ness
game?»
Unfortunately, I wasn't able to make that much
progress in the
game, and what little I have made has been
slow and hard going.
Bug fixes are still update worthy (hopefully none exist) 5 Types of towers: - Arrow: Single target, attacks ground and air units - Cannon: Single target splash damage, attacks ground units only - Splash: Area of Effect (AoE) attack in radius around tower, attacks ground units only - Air: Single target shot that splits into two new projectiles, attacks air units only - Wall: Cheap tower for creating a path for creeps 3 Tower Elements: - Ice:
Slow attack, long range, costly, applies slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was
Slow attack, long range, costly, applies
slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was
slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that
progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very
slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was
slow - Speed: Fastest creep in the
game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was bad?
While the
game progresses through action - packed missions, Guerrilla Games sometimes
slows the pace with quiet, thought - provoking moments that enhance the story and complement the frantic battles.
We already know Ian can
slow down time, however, we soon discover he can manipulate it too, allowing him to use his mind to disable cameras and flick switches in order to
progress within the
game.
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the
progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this
game's fun factor - more than 80 % of the overseas player base found the
game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about
slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
There are a lot of interesting play styles that Evolve allows for with any given class, but watching the very
slow movement of
progress bars
game after
game feels too much like wheels spinning without a tangible reward.
The
slow rate of
progress players will face in Original Sin 2 can be attributed to the overall design of the
game, which is incredibly dense and intricate.
Instead of jumping straight into Crash mode or a Race, you have to find one, which
slows down the
progress of the
game.
This
slow but steady sense of
progress is actually one of the strengths of the
game: you'll really feel more and more comfortable taking on Wanderers and exploring the hostile world around you.
But in execution it just
slows progress through the
game, and makes it so some fights feel cheaper than they should.
It's a novel
game for the first few tries, but its
slow drip feed of
progress prevents you from getting anywhere near the end, failing to really entice you to return after logging out.
In addition, you unlock keys to allow entry past barriers that block your
progress, and you earn experience points to upgrade your marble shooter with such enhancements as fast shooting,
slowed down levels that make it easier to plan out your next chain, but make the
game take longer, and one that adds another orb to your marble shooter.
The timing for this will no doubt mean many questions regarding the recently discovered XP scaling system, where fans noticed that Destiny 2 was secretly scaling their experience earnings to
slow down the late
game progress.
The
progress is agonizingly
slow, but I can see how I'm almost there, how I'm incrementally better at beating the boss, how even late -
game ships are torn apart like stale bread by the end.
The
game is painful a lot of the time, but the
slow progress is intoxicating and it left me itching for a sequel.
Others are much
slower, representing a more typical point and click adventure
game where you have to carefully explore an area and find key items to
progress the story.
Given the
game's themes, «what a slog» sounds about right, and whether I can or should attribute my fatigue to the levelling system alone is indeed a fair point Shaun, but I can't deny that the grind and glacially
slow sense of
progress killed Darkest Dungeon for me.
At first updates were plentiful on the
game's
progress, but in late 2013 they
slowed, and backers started asking questions.
We've become so accustomed to big name
game projects being all about the stretch goals that this kind of
progress — though steadily climbing towards the initial goal and then some — is just
slow and dull by comparison.
I haven't had much time or headspace to play during the run of The Killing, so my
progress in each of these three
games has been
slow and incremental.
Cons: - Very simple: no instructions - Story mode starts
slow and is hard to
progress in without some dumb luck - Procedural generation: great idea, but hard to execute in a
game like this
Reports of turbulence in the
games development emerged around a year ago and if they're true it's likely that they
slowed progress somewhat.
I personally have to disagree, It's basically an inferior version of the first Sonic the Hedgehog
game, and as the
game progresses the graphics quality gets worse, the
game is very
slow paced no sense of speed like the old
games, all the music is worse than the US version of Sonic CD which is saying something and you don't even get an extra boss if you get all 7 chaos emeralds.
Pep rallies at which we all shout and wave flags to pump ourselves up for the next
game are not real work or
progress in themselves, though they are fun and good for the spirit, especially in this
slow - moving legal profession.