Not really sure what you can do about that though other than introducing being attacked by something else while he does that so that we need to pay attention to both at the same time. I also find the delayed attacks to not be challenging in the least. Also being able to hit for an additional star as he rolls through you would be helpful for getting the combo rolling as well. Pressing back->towards could be throwing an apple while up->towards would be the usual crit animation. I don't know if it's intentional, but I can definitely see an attack when pressing down->towards that looks like it had potential for something like this in the past. Maybe even mixing in the attacks as we go. My thought is that we should be given "quick" bursts of attacks to dodge that always end with us attacking. Agility just didn't seem to evolve the same way as melee, and I think this is likely where it is. The second cause is that the interactions feel like unrelated single beats as opposed to patterns like the melee training has. I think I'd like to see agility start with the speed it has at 100 (if you want to leave wood/bronze/silver/gold that slow, then fine) and get to the speed of 200 by a new combo of like 50. To stop the witch, you'll need to train, fight, train, and fight some more in this addictive single-player combat-focused game that rewards player skill and juicy progression.Addictive and evolving training minigames to train your character's stats A fast-paced blend of real-time and turn-based combat Face hordes of enemies across the Neverseen. This is sort of a problem with the first like 30 or so of melee training but that goes by really quickly due to the nature of how melee works. You can also increase the level of your pets using Super Candy which can be purchased in the Market or aquired by giving clovers to the mushroom in the Museum. Their level will start at the level you caught them and they will level up whenever you fight with them. The attacks, even after doing this game for probably 40 minutes, are just not clearly readable. Pets are monsters that you can catch to help you fight. Literally all other games are designed well enough where you (well, at least I) develop a sort of reflex for it, except for the agility game. The first cause is that it's extremely slow prior to 100 combo and just slow prior to 200. This one is broken aesthetically in my opinion. Particularly about why Agility training feels so bad in comparison to say, melee training which is effectively the same controls. So I've been thinking about this the last few days.
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