Admittedly, this isn't too much of a problem considering how much AOE damage Chai is capable of dishing out with Beat hits, but it does become kind of a nuisance when I'm trying to snatch a specific target or command Korsica or Peppermint to attack a designated enemy.įeel free to share any other issues you have with the game. The lack of a lock-on feels incredibly strange, since the devs got basically everything else right about the combat. QA-1MIL and Rekka cap off the game's first two levels, but after that we don't really get a proper boss fight until Mimosa in the 9th level Zanso unfortunately got regulated to Electrocutioner status in this game's villain lineup, and while the face off against Korsica was pretty hype for what it was, it still felt pretty jarring to not have an actual boss fight for nearly half the game's runtime (they even kinda joke about it with that giant robot that causes Korsica to get injured you can talk to CNMN afterwards and he'll joke about how that would've made for a great setpiece fight). While I think we can all agree that the bosses in the game are all of a very high quality, something that felt really off was the placement/pacing of the bosses throughout the game's 12 levels. I think they were going for something similar to Wondeful 101's Custom Blocks, but most of the available chips, apart from the one's pertaining to assist characters, don't feel siginficant or useful enough to invest in, which is funny considering the amount of Armstrong circuits you can find strewn about the levels. The Chips system feels kinda tacked on and not as fleshed out as it could've been. Just to be clear, this game is amazing, and the issues I'm about to lay out aren't enough to significantly hamper my enjoyment of the game. Wanted to make this post to balance out all of the love that this sub (including me) has been giving to the game. Marc Ecko's Getting Up - Contents Under Pressure.Friday Night Fisticuffs / Saturday Morning Scrublords.It may be easy to beat easy, but you will get insane rewards from insane.CSB 231 Discussion | WWFIO 012 discussion | Free Talk Friday 439 However, higher difficulties reap more rewards than lower difficulties. Higher difficulties contain more waves, higher health enemies, and more enemies overall. There are four different modes in the game Easy, Medium, Hard, and Insane with difficulty in same order. These only appear from Wave 7 and onwards.) (Sometimes enemies are completely black, which means that they are hidden. New types of enemies appear as the game goes on, each stronger than the last. The absolute maximum, and minimum hp of enemies have not yet been confirmed, as they may be higher or lower. Your goal is to defeat all of the enemies that you will encounter and beat the end boss. The way how the game handles wave structure and enemy strength is quite a bit different compared to traditional tower defense games, for it will throw in more or less enemies with higher or lower hp (Which has two factors: Player Count and Difficulty), instead of new enemies entirely. When the hp of an enemy reaches 0, it is dead. The only way to defend against these enemies to place down towers, which will attack the enemies. Enemies are the main threat in Aether Rush, and will attack you in each wave of every difficulty by following a set path on the map the player is playing on to the orb.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |