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HurricaneOf87
Recent community posts
It's been a while since I played this but the only issue I recall was that I had no idea what I was buying when it came to the bridges in the store. Bridges, of course, but their uncertain placement on the map had me stratching my head if they were even mandatory at the time.
It did restrict the abilities to merely extra jump heights and dashing, but they were movement oriented in a game where moving felt good (though I had some issues moving at the beginning, they seemed to iron themself out).
Presenting the game with a wide zoomed out view was good too, as active gameplay still functioned as viewing your typical MV map without having to pause constantly.
The fog of war was a nice touch for keeping the exploration a mystery with the camera scope, but even within rooms themselves you had no idea of their enormity such as the big room towards the end with the single pixel platforms hovering around.
This all came together excellently.
Can confirm that this worked.
1) It's pretty cool that you can still dodge projectiles even when pinned into a corner, by pressing the direction and the dodge frames still being active even though you get bumped back.
2) When it comes down to just you and the eyes it can just become a waiting game until you hit the Action Phase, as they rarely approach the front.
3) Those guys with the staves/orbital lasers are the most annoying by far, which is great, since it gives you an enemy to prioritise. Though, almost like the opposite of the eye they have a habit of approaching the front line and getting shanked to oblivion.
https://www.twitch.tv/videos/1971439697
There were two occasions where I had two functional spears on screen, one in my hand and one stuck in the walls that eventually merged back together if they both got to my hand.