story of undertalemonsters and tales
Also wow the cheap way the blocks fall off when Mecha Dragon bonks them, thats so funny
story of undertalemonsters and tales
they didn't slowly rotate and fall off like a baby tearing down a tower of sonic 06 havok physics toy blocks
I haven't played co-op, but the stage itself
has more switch puzzles involved like most of the co-op stages and is even a bit longer. It also has plenty of spikes, and when either player dies, you're sent back to the start or checkpoint. The boss also winds up being more like a traditional Devil fight (no 2D plane switching gimmick) except that there's now a spiked ceiling and those Wave Man/Splash Woman bubbles that want to carry you up into said ceiling. It looked hard!
gotta have some insurance for when wily tries hacking rock
i have to give props to time man for at least not feeling like an asset flip.camwoodstock wrote: ↑2 years ago quoth description raocow: "see those hammer obstacles are pretty rad, but they also represent that little 'something' I feel a lot of people mention they felt was missing. imagine if the whole game had more interactions like that, or like lanes, things of that nature"
and like... yea! we agree! why did this game not have many inter-planar interactions? it's called 2.5d, but like thus far there's been a Staggering lack of 2.5d setups. realistically for most stages, the "2.5d" amounts to "the camera swivels a bit". and what's especially baffling is... in the original animations this game's based on... There are 2.5D setups. like, a TON of them. the metal man animations in particular (who was ultimately replaced with time man, it seems) show what are ostensibly the replacement for spike shafts as mega man moves on a wide conveyor pulling him and has to go left or right to avoid spikes he's being pulled towards. why didn't we see that setup? why'd we get a normal spike shaft in a game where there's no screen transition delay and that delay is what makes the spike shafts balanced??? why'd they replace metal man with time man anyways?????
This is such a fucking crime, because the perennial 2.5D platformer to me is Klonoa 1 and I'm pretty sure I'm setting my standards sky high by comparing it to that... But i feel like if you're gonna do 2.5D platformers you should really study how Klonoa and other games like that mess with the idea of "2D in a 3D space" from stuff like inter-planar setups to dynamic camera angles, to interesting ways the path can curve off to...camwoodstock wrote: ↑2 years ago and like... yea! we agree! why did this game not have many inter-planar interactions? it's called 2.5d, but like thus far there's been a Staggering lack of 2.5d setups. realistically for most stages, the "2.5d" amounts to "the camera swivels a bit". and what's especially baffling is... in the original animations this game's based on... There are 2.5D setups. like, a TON of them.
it's so weird! and also like, the boss fights especially, with the notable exception of the mecha dragon, have basically No 2.5d element to them and are just their 2d fights 1:1??? it'd be fine if it was like, "phase 1" of a 2 phase fight, like for the first third of the health bar you get used to the concept of that robot master, but then the 2.5d kicks in! and like there's so much you can do with that stuff! like just a few off the top of our head:KobaBeach wrote: ↑2 years agoThis is such a fucking crime, because the perennial 2.5D platformer to me is Klonoa 1 and I'm pretty sure I'm setting my standards sky high by comparing it to that... But i feel like if you're gonna do 2.5D platformers you should really study how Klonoa and other games like that mess with the idea of "2D in a 3D space" from stuff like inter-planar setups to dynamic camera angles, to interesting ways the path can curve off to...camwoodstock wrote: ↑2 years ago and like... yea! we agree! why did this game not have many inter-planar interactions? it's called 2.5d, but like thus far there's been a Staggering lack of 2.5d setups. realistically for most stages, the "2.5d" amounts to "the camera swivels a bit". and what's especially baffling is... in the original animations this game's based on... There are 2.5D setups. like, a TON of them.
But this literally just has you turn the corner every single time
Are there any secondary weaknesses in this game? I feel like most of this stuff is just guessing. Like, why wouldn't it make sense for Time Slow to affect a ninja boss, a tornado boss, and the boss that was originally weak to Flash Stopper?
this took a turnKilgamayan wrote: ↑2 years ago
Or you can just tank through everything with a glut of E's, if you happen to be playing three games a day for a paying audience and therefore have to adhere to a fairly strict time-limited schedule which in turn limits your ability to have fun with anything.