![]() ![]() Whenever you exit a puzzle, all the enemies that you previously defeated are back again.The barrier that comes up when fighting enemies was often surprisingly small and I ran into it when trying to avoid enemy attacks.The ability on q didn't feel as powerful as it should because the aiming wasn't very precise and then enemies would immediately attack you after you got close to them with the ability. In Batora it felt like the only viable option is to to first kite and range attck the moon enemies and when they're dead, you switch to the sword and attack the sun enemies with the sword, interrupted by dashing away exactly when they attack you (because if you dash away too early, it's on cooldown). The fighting mechanics felt a bit lacking when I directly compare it to the last similar game I played (dreamscaper), which had really solid mechanics with different attack options, perfect damage window, abilities, block, parry, player attacks cancel enemy attacks, dash without cooldown.Whatever the game does there (probably shader compilation?) should be moved to either the loading screen or a background task. ![]() There is a short (0.5 second) annoying freeze whenever a new animation plays for the first time. ![]() If you don't plan on adding a free camera rotation for the player, then I think there should be an option to disable those automatic rotations.
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