KitesAreFun wrote:
Well didn't you say the game was too hard? Aren't you overwhelmed. Some of you have said that said nobody can beat this game with one guy on Black Belt right ?
No, SnapDragon brought the word 'hard' into the equation. I just said unplayable, and I feel I've explained what I meant several times now.
KitesAreFun wrote:
It's funny, because on one hand some of you tell us how hard the game is, and on the other you complain that it isn't skill worthy. Make up your mind.
You do realize that there's good and poorly designed difficulty, right? To make up an exaggerated example to give you an idea of what I mean; imagine them filling room 1 in MSE with enemies covering every last square millimeter. You'd take a hit instantly when you spawn. It'd be hard and doable, but it'd be pretty damn crappy difficulty design.
As for examples of what I consider good difficulty, off the top of my head at 3:30am with a brain still recovering from the flu; smart AI (may or may not apply to this genre), cleverly placed obstacles, clever enemy patterns, tight and intricately weaved bullet patterns (meaning a set pattern, not just random shots that sometimes form an undodgable wave of bullets). While I can agree that MSE contains all of these to some degree, I feel that degree is too often too weak. It's only minorly clever and only minorly intricate most of the time.
KitesAreFun wrote:
Geez ya think? From the 70's?! No kidding. The enemy AI overwhelms the player. Many "enemies" come at you in higher number and at a faster pace in smaller arenas than Mutant Storm reloaded on Black Belt. The "system" I am referring to is going through "proper levels", not arenas, blasting baddies. You can include everything else under "system": game length, having a time limit with combos etc and perfecting where to get your points and where to sit and wait and where not to. You were complaining earlier about not being able to be "original" to "tackle" the levels. Or about not having many different ways for an arena to be completed. THAT is now gone (says you). How can you have no idea what I'm talking about?
Honestly, I'm not trying to be annoying, but I still don't have a single clue as to what you're trying to say.
KitesAreFun wrote:
You're just wrong. Scoring does not work the same. Here are a few examples: the multiplier goes down one level after getting hit. That's one difference (which you also mentioned).
Eh, that's a tweak in the rules. The mechanic is still exactly the same; die and you lose a bit of your multiplier. The exact number lost does not affect how the scoring system
works at all.
The rest of the mechanics, strictly as far as scoring systems go, are still exactly the same. Shoot enemies to gain points. Shoot color-coded enemies in succession to earn a combo which builds your multiplier faster. Go full circle and have your multiplier make your shot enemies yield more points. Exact same system.
KitesAreFun wrote:
Here's another: You want to actually "spend time" completing levels and picking where you get the most maximum damage for the time spent.
Again; I have no idea what this means.
85 200/200
05 250/250
01 235/235
01 215/215
01 150/200