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Its like they make a great package with good design, great look, music etc, but then the controls seem as if made for a different game with a different level design.
It feels slapped on for the sake of being retro but doesnt work properly in context of all the games other features.
I have played enough games like this and none of them felt like this. They design and control design were ever complementary.
But here it feels like both parts were developed by two different studios.
Thats the problem i have with it.
Crying over aiming seems like you didn't really realise you are getting a retro style arcade shooter much like Contra. I feel it is pretty much that at its core, and the presentation pretty much tells you that. This game is meant to be played with a controller, so the entire "mouse aim" issue is a completely mute and silly point, at best.
Having the 8D aiming is perfect for this game.
Btw i played the game with a controller. I further recommend to properly read, you seem to address things i never said and twist them around.
I wouldnt mind controller aim, like at all, but this game does a poor job of controller 8D aiming. Which is why i recommended to think about more directions than 8. Like 16.
What seems to go over some people's heads here is this: You are targetting the "controls" as an issue, but it could simply be that the problem lays elsewhere. For example on the enemy placement or the level design.
The bad control-scheme might simply not be complementing the rest of the games design.
Then the question is, does the controls need some tweaking or the rest of the game.
Which is where i say that refining the controls to become smoother and more precise might be a better idea than reworking the entire gamedesign.
But hey, maybe i am just wrong. Maybe its a "silly point at best", to put it in your words. Because the first game totally didnt get teared to shreds by reviews for its horrific controls, leveldesign and balance, which then caused a complete rerelease.
And while somehow the other 2D Run and Gun Games i play feel good and this doesnt, it must be me and not the game.
Probably the game just starts and suddenly i lose my ability to play 2D RnG Games.
Or...i have a point you just dont realize.
Theres no need at all for anyone to agree or disagree on it. The developer asked directly for feedback on the games demo. This thread was my feedback on it.
Cool game, doesnt work well with the control scheme in comparison with the games design.
Disagree and have a different viewpoint? Make your own thread to give feedback.
You're... playing it wrong.
And I would argue maybe the game doesn't do the best job on teaching how to play it right - namely, use that sword. It kills most things really quickly, 1st phase gargoyle boss included.
It also have a huge hitbox.
Guns are still really useful, but you gotta use the right weapon in the right situation.
As for the energy core part, it's better, faster and way easier to move around. Standing in the middle will just get you killed.
I played through it several times and all the time the controls seemed off to what i played.
And if a game has to be played in a certain way to even work properly (being streamlined) its not a good game (or a its a puzzle/rythm game).
Im sorry but if the conclusion to a game is "you are playing it wrong", its a bad game overall.
If the control scheme stays like that (and it will), i will give it a pass.
No problem because i have yet not finished a few other run and gun platformers.
But its sad because the style is rad.