Sentences with phrase «up easy enemies»

The battles take quite some time and while this can be normal in other RPG's, Romancing SaGa stacks up easy enemies with hard enemies all over the map, which does hurt the pacing a bit.

Not exact matches

As Eric Reis and Steve Blank of the Lean Start - up movement have pointed out, and as Cindy Padnos of Illuminate Ventures echoes in her column and Bo Burlingham in his, easy access to capital can sometimes be a start - up's worst enemy.
I'd say uneducated, unsuccessful bitter racist white - trash fundamentalists (who are all about as sharp as a marble) are always the ones drawn to the KKK, John Birch, and fundamentalist «churches»... they're easy to amp up with hatred of a common enemy... which is what you see «churches» like Westboro Blabtist do... just look at the combination of zeal and hatred in their faces when they're on the news.
A shoot -»em - up game developed at the Centre for Intelligent Machines at McGill University in Montreal, Canada, changes the places where enemies appear in response to where a player is looking: players have an easy time when new enemies pop up near their focus of attention, but struggle when they are spawned far from where they are looking.
Those results were used to design a first - person shoot»em up game that could choose to make enemies appear in places where they would be either easy or hard to see.
The combat is a chore as the enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell up.
The gameplay is easy enough for new people to pick up and play and it is strangely gratifying to watch your horde galavant through enemy land with ease.
While it's possible to build your own turrets and upgrade them as a single player trench - mech, it's easier to do so when each co-op player has their own money supply (picked up after enemies are defeated by holding down the right - bumper) to crank into upgrades.
Sometimes the game is easy, and five minutes later you're lying dead because an enemy hopped up on drugs decided to attack you with a shotgun.
Easier to load in the enemies and keep up with performance.
It was insanely easy to get carried away while destroying enemy soldiers, and end up surrounded by archers or getting killed in one hit by Lu Bu.
I found the learning curve steep, as it's easy to get swept up in hacking and slashing away at enemies without realizing a base is being conquered somewhere else on the map.
The combo system helps you rack up more XP by killing multiple enemies at once, and this can be made much easier by the use of certain upgrades.
These characters can then be levelled up as you play through, making it easier to take down enemies and face off through the harder difficulties.
Don't take the game easy, Wild Guns Reloaded can prove to be a challenging game if you can't manage to keep up with all the difficult enemies that are sometimes thrown at once.
It's an easy sentiment when your enemy is made up of anonymous creepy crawlies from another dimension that won't accept reason, and the movie insists that becoming a soldier (and then a better soldier) improves Cage as a human being.
The game is obsessed with moving you forward, both with its imposed time limit and with the fact that it is incredibly easy to die when facing up against an enemy, causing you to run past where possible.
Opting to punch an enemy is equally easy stuff; you count up your total attack points, accounting for any bonuses along the way, and then pick out a target.
Slinging a top hat that freezes enemies that bob up and down the water definitely makes them easier to attack.
Sorcerer's Flame (skill): a fiery explosion that deals more damage if the user's physical strength is low; God's Judgement (skill): a rather impressive thunderbolt; Dragon Kill (characteristic): greatly increases damage dealt to Dragon - type enemies; Item Drop Up (characteristic): greatly increases your chance of getting an item drop from enemies, making it easier to get specific rare items.
Features One Button Action — easy to learn, hard to master gameplay designed to use one action button and the Directional Buttons / Left Stick for movement Mambo Multiplayer — roughhouse up to four of your friends / enemies in 25 stages of «Mambo» Flimsy Architecture — breakable environment for reactive gameplay Loser Rail — the feature designed to give you a second chance, for those of you not good enough to win Solo Mode — 70 + Singleplayer stages designed to test your might Survival Mode — Survive the endless waves of Personal - Space invaders as they try and breach your personal space Play with up to four players on one Nintendo Switch ™ system Colour Accessibility — Enhance player visibility, by editing a palette of player colours that best suit you More updates to come!
Killing enemies and completing story missions is the easiest way to do this, and if you're stuck, complete the game's many planetary activities (such as Lost Sectors, Public Events) until it goes up.
It's simple, easy to understand, and continues to build off it with interesting power ups and a decent range of humorous enemies...
When I started the game on normal, enemy encounters were laughably easy, so I decided to bump it up to Hard for more of a challenge and better rewards.
You're stacked up against an army of easy cannon - fodder, with a few trickier baddies that require you to ink on your feet (enemies that are invulnerable from the front etc.).
This is fun if you have a friend with you to shoot up enemies together, which can make running through the levels a bit easier.
The game's core gunplay is easy to pick up — you simply lock - in to enemies and shoot them, with both rapid fire as well as more powerful charged shots.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
couple with the gear for a 65 % chance to heal on execute and easier executions: One charge means you can then execute normal enemies and fill up some health
The combat is a chore as the enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell up.
It is also very easy to melee attack, providing the player with great combos of driving up on enemies, and while transforming to robot quickly performing a melee attack.
The controls on the whole are quite easy to pick up, simply look at the enemy you want to shoot at, and shoot.
During my quest for revenge I found it easy to set my differences with my enemies aside to take up the life of an avid pool shark, and traded in my brass knuckles for chrome rims as I became Fukuoka's Drift King while on a secret mission to crush a local gang of hoods with my racing prowess.
I played through on Uber difficulty, and while there were some difficulty spikes in a few select areas, the enemy AI puts up a good fight most of the time — not withstanding a few moments where some baddies got stuck on one another for an easy multi-kill.
With the easy to access weapon wheel for your powers you can seamlessly light up your sword with fire or shock - wave nearby enemies amidst the heat of battle.
All in all these add up to a Sniper Rifle that is ridiculously easy to handle and can reveal a lot about your enemy.
As of now, these AI - controlled enemies will only show up in easier game modes.
Ori and the Blind Forest's combat is a little limited, with enemies that have patterns that are easy to learn and deal with, with the developers ramping up the difficulty by simply putting more of them on the screen or by making it hard to target and take them out.
It doesn't make things any easier though, as in return for more than one player being on - board, the enemy count is ramped up massively.
The closer the enemies approach the edge of the stage, the easier it is to aim at them and defeat them, but also the easier it is to mess up and have them get you.
If you are looking for challenging gameplay with different enemies and different puzzles then this is not your game at all, however if you are looking for something easy to just pick up and play for a few minutes or hours then go right ahead and try it out.
You start off on some short, easy levels (each is about 50 seconds on average), but quickly progress up to break neck speeds with boosting, warping, tougher enemies, and more obstacles.
Colbjorn plows into combat with heavy, club - like short swords, knocking back enemies with melee attacks and lining them up for easy kills.
For the cons of Blood Wake, some missions are extremely challenging and backing boats up is not an easy task in tight areas or when you're surrounded by enemies.
-- It is much easier to hit multiple enemies with a cleave than by lining up a piercing attack.
It's important that they got this right, because there's a lot to consider at once here: marking enemies in nearby settlements using the binoculars, switching to first - person aim with a gun and sneaking up behind soldiers to interrogate them all feel really easy to pull off.
Swinging a rock into an enemy tank to have it bounce into two more and set up a third for another easy strike does feel oddly satisfying.
Everything in the game leading up to the bosses are not all that complicated, the puzzles should be somewhat easy at most times and the enemies you encounter shouldn't give you too much frustration, however once you encounter the boss the entire game difficulty changes radically and the size of the bosses also helps put the overall difficulty in perspective.
It's mostly usable on basic enemies and mini bosses, the attacks are easy to pull off as far as action commands go and Kamek will usually only show up in story focused levels (like ones with bosses in them).
These can change things up to make BLEED 2 even harder with near impossible bosses, or easier with infinite health, as well as giving options for tiny bullets or showing enemy hit boxes amongst other things.
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