![]() Sometimes it's not that obvious what is deadly, and what is not. I got immediately swung to death for standing outside of the danger zone in the new swing wave because the size of the swing and the scaling of the metal hitbox exceed that of the danger zone.ĭying is still super punishing like the previous CI Games, but for players who have no idea the waves can be this broken, it feels unfair, and quite frustrating to move on once they've died enough times (as they won't have enough power to fight on, they'd most likely quit the mission).Īlso, the new waves so far are mostly fan concepts, and one thing you need to know about fans, is that their experience on the game is far, and I mean far higher than those who are new to the game, so they'd always think of challenging waves to challenge themselves, but the downside of that is that new players might not find them easy to know how to counter on their first go. Anyway, some waves' danger zones feel too small compared to their actual size. There are more examples of this, but you get the point. "Tag! You're it" is another case where sometimes the tagger can immediately rush the safe zone without prior warning or any hints to the players that they're gonna do something that intensive, leading to an instant death. If a wave needs special weapons to survive, then it is impossible to beat all missions without using a special weapon, which is just frustrating for perfectionists once they figured that out. ![]() The frustrating part is that said super large astroid can be beneath you, so there's pretty much nothing you can do but dying if you had no special weapons staying in that super small safe zone. For example: There's a wave with a suuuper small safe zone, where the asteroids come in surrounding you, and some are even big enough to cover half of said super small safe zone, killing you instantly. In general, for a more fun experience with these waves, safe zones should be larger and danger zones should be smaller to give the players more room to operate in.Īlso, for a lot of players, especially new ones, would think "safe zones" are supposed to be safe, and if that safe zone can be breached, then they should be notified of it in advance, so they could adapt when the time comes. Safe-zone and danger-zone waves are very badly-designed as of right now. The waves are too difficult/unfair (even in some of the easier difficulties), This is the first Chicken Invaders game I'd personally not recommend playing. More information about this update can be found here: Also, the new additions will unavoidably shuffle the wave ordering of exisiting missions, so you might find that your stored favourites are no longer such favourites after all. Make no mistake about it, the majority of these new waves are not for the faint of heart, so they will only appear in higher difficulties (typically, 40% to 70%). It almost killed me, but I crammed in as many as I could (a few more will appear in the next update). After the first 2-3 waves, however, I kept adding more and more because (i) I re-acquainted myself with the wave creation code, so my efficiency increased (for a similar reason to why working sets, cache warming and economies of scale are a thing) and (ii) great new ideas kept coming in from you guys. I merely wanted to add a couple of new waves to the game, because (i) it’s been a while and (ii) there’s a long upcoming period during which adding new content will not be a priority. I originally didn’t intend for it to become this massive thing. What I said during the last major wave addition (see ) is strangely appropriate for this update, too: Let’s count them all together: 1… 2… 3… 4… 5… 6… 7… 8… 9… 10… oops, out of fingers!
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