Sentences with phrase «wall jumping mechanic»

The controls are simple but I personally had a weird time dealing with the wall jumping mechanic at times.
Band of Outlaws provides a satisfying platforming experience with tight jumps and a silky smooth wall jump mechanic; I am just an absolute sucker for a nice wall jump.

Not exact matches

Gone are the wall jumps and sliding — they've been replaced with other similar mechanics.
You'll come across a couple of new mechanics such as being able to warp between coloured gates and slide down a hot wall in order to catch fire and melt ice but nothing significantly changes the basic jump and dodge hazards formula.
There's also a «triangle jump» mechanic if you choose not to hold the climb button, which adds another option to shave off precious seconds from fluid sections of the wall.
This could be with different levels or stages utilizing certain mechanics in order to be able to progress like wall climbing / wall jumping levels, Score attack or time trial stages, even minigames add some different to the mix that keeps gamers playing the same game over and over.
This could be with different levels or stages utilizing certain mechanics in order to be able to progress like wall climbing / wall jumping levels, Score attack or time trial stages, even minigames add some different to the mix that keeps gamers playing the same game over and over.
The gameplay mechanics are smooth so you won't be complaining about weird jump arcs or hit boxes, other than you'll wish that 16 - bit Pip could wall - jump.
Aside from your standard walking and jumping mechanics you also have the ability to glide using your giraffe's tongue as a helicopter, throw your pet rock at things, operate switches, wall jump, and even use various items like bombs, health packs, and thongs.
It's essentially a free running mechanic in which jumping into walls, poles and enemies causes the player to spin, dive and fly at significant speed.
Combat mechanics are as responsive and solid as the other entries in the series, and the player is in control over every sword blow, jump, wall - run and dodge.
As a platformer, Sonic Forces has fundamental problems: Sonic's «targeting» mechanic is frustratingly unreliable; the double jump doesn't push high enough and is tough to parse when it's been activated, rendering it useless; the loose and imprecise platforming drives me up a wall.
Fast movement through each level (and just as fast respawns when an accidental death occurs) is aided by two additional mechanics: a slowing of time, which allows the player to slide through green walls, and a dash move, which is used to move very quickly or boost a jump's distance.
As one would expect from the title, Super Mario Run is Nintendo's take on the «Endless Runner» genre infused with gameplay mechanics from the New Super Mario Bros. titles (i.e. New, U, Luigi), including wall - jumps, super-jumping, ground - pounding and more.
Here, the automatic jumping, wall climbing, ledge grabbing, fun stealing mechanics are always on all the time.
On top of the basic jump, the game utilizes wall jumps, slides, and, of course, that persistent - death mechanic to further flesh out the level design.
Not only can you navigate terrain using traditional gameplay mechanics such as running and jumping (and wall jumping - everybody loves wall jumping!)
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