(I haven't got past 1-6 😔)
(I haven't got past 1-6 😔)
So long runbacks would be better for games where you can meaningfully think about strategy and positioning
So long runbacks would be better for games where you can meaningfully think about strategy and positioning
The answer is probably somewhere inbetween, right? The optimal runback time probably varies from player to player, unfortunately
The answer is probably somewhere inbetween, right? The optimal runback time probably varies from player to player, unfortunately
Scoring -> Survival instead of Survival -> Scoring
Scoring -> Survival instead of Survival -> Scoring
If I had a few million dollars and a team I'd make a racing extraction game with Rush 2049 / Dirt Rally style controls
If I had a few million dollars and a team I'd make a racing extraction game with Rush 2049 / Dirt Rally style controls
More devs should really look into it, the workload might end up being no more than the UI for the toggle
More devs should really look into it, the workload might end up being no more than the UI for the toggle
Make people clear something like the Blue Revolver streaming tutorial mission before it will let them progress, and don't punish them for failing whatsoever
Make people clear something like the Blue Revolver streaming tutorial mission before it will let them progress, and don't punish them for failing whatsoever
That's definitely what I'm talking about. Use strong gimmicks like Reflecting or Ikaruga swaps or Radiant Silvergun's Exp to ease people in, then somehow make advanced macrododging really clear and learnable
That's definitely what I'm talking about. Use strong gimmicks like Reflecting or Ikaruga swaps or Radiant Silvergun's Exp to ease people in, then somehow make advanced macrododging really clear and learnable
IMO the genres need to find ways to adapt to modern gamers without compromising on depth
IMO the genres need to find ways to adapt to modern gamers without compromising on depth