Custom soundtracks? (Not that the OST isn't great, just for variety. Is the level editor in? Any new features for Vita?Ĥ. Will my progress from the demo carry over if I purchase the full game? (Retroactive trophies would be nice, if I unlocked any.)ģ. The pause menu feels clunky, but I read there was a 'Quick Restart' button. It feels a lot like Mirror's Edge in that once you understand how the environments/hitboxes work, you can fly through levels getting better and better.ġ. The movement is where this game shines, as should be the case for any good platformer. This is probably after coming from platformers like Spelunky and Guacamelee, which are more about precision and don't rely on any funky parkour. The gameplay is a unique combination of Super Mario Sunshine and Super Meat Boy, requiring players to quickly perform tight jumps while cleaning debris off of the floor, walls, and ceiling of each level. I've been having a blast and getting S-ranks here and there, but must admit that sometimes the controls feel a little awkward/unresponsive. The sense of fluidity and challenge is great, especially being able to jump again after attacking enemies in mid-air. Never played on Steam, so maybe I just don't notice any difference in performance, but it plays really smooth. I tried the demo on Vita today and absolutely love it! So you have a separate meter for silver keys, gold keys, etc. For example, if you get an AB (70%) on one level, and a SA (90%) on another, you get a key, and the 60% remainder is applied to your next key. Your top scores in each level are combined to determine your key count: every 100 percentage points you earn, you get a key. So an SS is worth 100%, an SA is worth 90%, etc. Think of the scores as percentages: an S is worth 50%, an A is worth 40%, all the way down to 10% for a D. This new system is more accessible without taking away the satisfaction of a perfect score. However, it was good in that it highly rewarded perfection. The problem with the old key system was that it rendered non-SS scores useless. Also, the easy doors are easier to get to, and the gold doors are harder to reach.Īlong with the nexus change, we also reworked the key system. This new layout splits up the nexus into four sub-nexuses (nexii?): Forest, Mansion, City, and Lab. A surprisingly small fraction of players actually ventured outside of the forest area! Additionally, the distribution of door difficulty was not even, so new players often ended up in places way over their skill level. We’ve redesigned the nexus layout - we found that the previous one was not very friendly for beginners. Some changes: a new nexus overworld system This update was apparently more than just a level editor:
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