![]() The cookie is used to store the user consent for the cookies in the category "Performance". This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other. The cookies is used to store the user consent for the cookies in the category "Necessary". ![]() The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". The cookie is used to store the user consent for the cookies in the category "Analytics". ![]() These cookies ensure basic functionalities and security features of the website, anonymously. I'm not sure if any of this changes later on, but despite my criticisms, I'm enjoying the game so far! The writing is very cute, the music is lovely, and the backgrounds are absolutely gorgeous.Necessary cookies are absolutely essential for the website to function properly. There's a lack of "oomph" behind CJ's attack animations. It feels like I'm arbitrarily prevented from attacking after two consecutive button presses, rather than the feeling that I'm finishing a combo of swings. The lack of animation difference between the first two swings of CJ's pick can make attacking slightly confusing. I personally would love being able to leap a shorter height into the air by pressing the jump button for a shorter amount of time. It makes the characters feel even more floaty than they already are, and I don't have much control over them once they leave the ground. I'm not sure whether this was an intentional design decision, but jumps having a fixed height feels weird. ![]() CJ's signature dash move is very responsive, and cancelling the endlag of attacks with it feels great. I'm only a few minutes in, but here are my thoughts on the way the game's movement feels: ![]()
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