Looks similar to Cho Ren Sha 68k, especially with those powerup wheels.
Looks similar to Cho Ren Sha 68k, especially with those powerup wheels.
I wish it had a visible grid, eyeballing exactly how big the pieces will have to be isn't fun.
If it matters, I used Terps to close the barriered entryways (lifting the squares to height 10) before the creeper corroded those barriers.
Weird, I'm stuck on Choix. Destroyed the emitter, got the key (and shield tech) but the mission isn't ending.
First time I've seen terraforming in a game that's both easy to use in GUI terms and not mindless "flatten everything".
Shame that KD-Labs died and crapped out Perimeter 2, that game was awful. The CW series is really the better successor to Perimeter and shows how many ideas that were crap in Perimeter can work if done right.
That may be but Leo and Cosmic Cop have different core gameplay designs (neither has the force pod or a charge shot, Leo has Bits with guns that can be thrown out as homing missiles and Cop has a beam laser) so they're not a substitute for vanilla R-Type. Leo doesn't even throw you back to a checkpoint when you die.
Pretty sure it isn't. I have the collection from the dotemu site and there's no R-Type 1 in there.
Wait, there's a screenshot from R-Type 1 but the game list only includes Leo and Cosmic Cop!
It's a genre I'd love but I got burnt too badly by Miner Wars.
Is this inspired by games like Assault Suit Valken?
So there are enemies now? I played it some back when it came out on XBLIG but it had no enemies and stuff back then, making it kinda boring.
Enemies still vanish in combat... Seems to happen when they're hit, especially with explosions and guns.
Right now I find it hard to find any enemies outside of quests (allies kill them before I even get there) and when I fight an enemy it just vanishes after 1-2 hits (and at 90% health or so). What's up with the vanishing and would it perhaps be a good idea to make the allies a bit weaker so the player actually gets to do something?
The only issue I've encountered so far is that you can run out of weapons early on, since you spawn without weapons and your bought weapons can be broken when you die it's possible to end up without the means to get a weapon and since there's no unarmed combat that would leave you unable to get another weapon as well.
Perhaps give the player some really crappy default weapon or unarmed combat option for this case?
I tried running into it, jumping on the pedestal, etc, no worky.
I'd suggest reducing the effect of blubber, i.e. fewer bonus hearts and less speed reduction.
A miniboss dropped the scissors but it didn't show the Press Use prompt so I couldn't take them with me.
Just some complaints about boss drops:
1. Minibosses probably shouldn't drop guns since those are free in the store and thus disappointing when they appear instead of an item that you would have to pay money for.
2. The Blubber item is a very double edged sword, I'm not sure it's appropriate as a guaranteed drop. I always avoid picking it up as the speed reduction is so severe it practically guarantees my doom against the suicide bomber enemies. I guess having hearts drop more often would perhaps make the advantage of a bigger heart pool outweight the speed loss.
Also should there perhaps be mercy invulnerability after taking a hit so the cyberdemons can't take off all your health before you notice you're being shot?
I think the GL should stay the way it is, impact explosions would make it much easier to use and it's already very powerful. In fact I'd say the thing should not be eligible as a spawn weapon and should not be free to take in a store since it's so overpowered. The equivalent item in Binding of Isaac, the fetus in a jar, is one of the most powerful items there and accordingly pretty rare.
I mean when they're on the "ground" so I know when to bother freeing up inventory space.
Interesting, I didn't know that frames needed building since bots just seem to spawn fully operational.
Command Centers are more like StarCraft CCs, no? And the knowledge comparison is really stretching it. Wreckage reclamation is not the same either, wreckage is used for rebuilding lost structures, not taking resources from killed enemies. Only similarity is that metal and crystal are consumed over time instead of when a unit is queued but that has been in use since the days of Command & Conquer (dunno about Dune 2 since I only played the Dune 2000 remake).
The core concept of AI War is the asymmetry between you and the AI, SupCom has nothing like that. Some people improvise by playing coop against top difficulty AIs in SupCom but AI War is completely designed around that kind of setup.
Do you need an upgrade to connect frames to things or can I just not figure the GUI out?
The game shows an EULA calling it a closed Beta test, is this outdated?
Amazing game. I just wish dropped loot showed the item level, that's far, FAR more important than the rarity since a purple weapon is useless if it does like a third of the DPS of the one you have.
It's amazing for a one guy effort in terms of graphics but the game just was not ready when it was released and I don't think it has ever reached an acceptable state. Collision detection is just unreliable as hell and that alone already makes it not really playable.
A minor issue but those big cubical rooms don't look very much like a ghost ship, the walls should probably be made of planks and look decayed in some way.
Scaling HP tends to lead to the bullet sponge complaints that games like Borderlands see, scaling the number of enemies might be more appropriate.
I know they scale with the wave but it seemed inconsistent within a wave. Looking closer it just seems like the weapons are rather inaccurate so headshots are about luck.
The emphasis seems to be too much on headshots with enemies dying almost instantly when shot in the head and taking loads of bullets otherwise. I'm really not liking that balance, headshots are easy enough but they're boring. Also the hit detection on the head seems inconsistent, sometimes enemies die in one shot, sometimes they take many more.
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