![]() ![]() When I kill an enemy and they take forever to spin in the air, then drop to the ground and die, THEN spawn their dropped item (if there IS one) I am already halfway to the next enemy, ready to kill it. ![]() You want this game to be fun, fluid, have forward momentum. (I am not one of them, but I can still hear them whining in the back of my head.)Ī pretty important QOL item is the "area" to collect dropped items. There are some players out there who will 100% definitely prefer to play this game on a MUCH harder difficulty. If I'm an idiot and missed this, disregard this statement. This does not mean crank up the difficulty, but perhaps provide difficulty options. I love it, don't get me wrong - but accessories and healing potions are largely useless. I've gotten far enough for the Gold stamp collection, about 25% the way through that. I don't want to nerf CJ, but a human girl double jump + air dashing? WINNING a jump competition against a KANGAROO? Hrm.doesn't make much sense to me. Maybe I haven't found this application yet, but one should have an advantage over the other. ![]() I don't see any real different between CJ's double jump + air dash, and Garoo's "super jump". Alternatively you could start at 50 and go to 75, but that would still feel a bit frustrating from my perspective. ![]() Instead of going 50/100 (I have not gotten to higher tiers yet) I would suggest starting at 75, then going to 100. Resource bag seems a bit underpowered at the start, and then immediately overpowered. (This should be an easy fix.) It's a QOL issue, not a hard bug fix, but it's high up there on my priority list for easy farming and identification. I don't know how many Ore I need without actually looking at my storehouse - that's a bit ridiculous. Originally posted by Isalon: When looking at ANY item, tell me how many I already have. ![]()
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