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MAGMML3 #91 - Mega Slug J: Joe Big Or Joe Home 

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Zatsupachi, they of the infamous Yggdrasil, has a better result this time around! Although, there are ways it could have been better. For me, the score attack thing isn't a big deal - I can enemy grind well enough! But there's some really funky behaviors with some of the stage anatomy and enemies, to the point where the level feels very questionably stable. And I missed a LOT of secrets here, but several of them feel nigh impossible to get.
One possible reason for this: allegedly, Zatsu did not let ANYONE playtest their level. Flashman's last comment looms large in nature of this - there are a number of issues here which probably could have been caught and fixed if sufficient playtesting had been done.
Honestly, the execution is still decent in spite of that, and it's an interesting twist on things! I enjoyed the stage for what it was, while still wishing a few things were better.

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15 окт 2024

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Комментарии : 6   
@Joe-lj4jw
@Joe-lj4jw 2 дня назад
This is the only level I skipped a token on, I played it twice and got an A rank but I didn't bother trying to get an S, if the token was locked behind a hard puzzle or platforming section I would probably just keep trying it, but this score gimmick just feels more redundant, and also more rng based, anyways respect to anyone with the patience to get an S rank.
@DoctorNovakaine
@DoctorNovakaine 10 часов назад
I don't really feel like it's that far a demand. It's a bit grindy but more than doable, especially if you don't die.
@Gamesmarts194
@Gamesmarts194 2 дня назад
I got slightly spoiled to this level a bit earlier than I played it (thanks a lot YT recommends, though I only saw like up until the first powerup pickup, so not too much) and when I finally got to play it for myself 3 tiers later, I was super stoked to see a level that's designed kinda like a Metal Slug level. Needless to say I forgot that we're not even at the halfway point yet. Firstly, I do like that they mimicked the system of having to pick up your weapons and being able to only use them one at a time. Plus having the buster always on standby means you can keep it until there's an area you actually want to use it, or you can just burn all your ammo on whatever comes up ahead. What I don't like is how a lot of them are kept out of reach unless you specifically keep Ice Wall. I suppose that's a way to make it actually useful, but it locks a majority of the weapons out of reach for most of the stage, which is something I find pretty agitating (especially since the arcade MS games keep you loaded on weapons pretty consistently, so you constantly have options). It also feels kinda counterintuitive to keep Ice Wall, due to many of the sections being action-oriented places where you're meant to build your score (so you'd be more incentivized to keep a stronger weapon like Thunder Beam or Spark Chaser). Speaking of those sections, they feel pretty unorganized. Not in the way that an action piece/area would feel where you'd want to shoot at every enemy with reckless abandon, in a way where it feels like it's not completely functional but at the same time where it doesn't feel like there's enough happening to really justify the space used. Like... "messy" instead of "hectic". I feel like the enemies don't spawn fast enough to justify how quickly your score multiplier drops, which is especially apparent during the Rush Jet section. Like Mick said in his review: there's too much but at the same time not enough happening. I think the areas with the giant cannons are probably the few exceptions to this, as I don't even feel like the bosses have that much action going on. Also if what the description says is true, then that's a really dangerous (in a manner of speaking) way to go about level design, and I can't think of any good reason why you would do that. (Maybe some trauma carrying over from the last contest?)
@DoctorNovakaine
@DoctorNovakaine 9 часов назад
I like it well enough for what it is, but it definitely needed some extra polish! It really does feel like a lot of side things expect you to have Ice Wall, which runs counter to the score rush idea. And there's a couple rooms where things just don't seem to work quite right? At the same time, I think the rooms where not much is happening are sort of meant to be intentional breathers between the more frantic parts. Which, to be fair, doesn't come off as very Metal Slug either, but I don't mind that they exist! Maybe the spacing could be improved on, but again, that's a polish thing.
@tb3411
@tb3411 День назад
Really fun stage imo, but also really buggy. And yes, Zatsu did not let anyone playtest the stage. I asked Zatsu if I could playtest and he rejected my offer.
@DoctorNovakaine
@DoctorNovakaine 9 часов назад
Hm, conflicts with what Zatsu says, that there were playtesters and that was part of what adjusted the score thresholds.
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