From their itch.io :anyone can share what's the changelog in the december build test compared to 0.120?
This game currently has a struggle mechanic to stop enemies using "forceful/consenting entry" into Onyx. Its mechanic is the wiggle/smash the controller/keyboard buttons for Onyx not to submit. The higher Onyx's stamina, the easier is to break free and the inverse is the lower the stamina, the harder it is to break free.Could be interesting if you had the option to counter the hold with an minigame, and if you failed, the robot countered it with a different position. It would be a lot of work to implement tho.
Ignoring all else. I find that this mechanic is extremely easy to beat. You just mash your stick left right it aint hard. It would be nice for it to have a hard mode maybe? Or maybe just make the stamina not infinite(i know it aint but it feels like).This game currently has a struggle mechanic to stop enemies using "forceful/consenting entry" into Onyx. Its mechanic is the wiggle/smash the controller/keyboard buttons for Onyx not to submit. The higher Onyx's stamina, the easier is to break free and the inverse is the lower the stamina, the harder it is to break free.
Adding a minigame like "press button to match timing" could work as an option, only if it replaces the current struggle mechanic. The penalty for failing to break free initially is good enough. I don't want this game to turn into something like this:
The last download I had was from 4 years ago so yea I can waitWaiting for "significant progress" in a project made to milk patreon money is wild.
No button mashing. Got a wrist injury from childhood that make that shit painful. Hate that so many hgames have this awful mechanic.This game currently has a struggle mechanic to stop enemies using "forceful/consenting entry" into Onyx. Its mechanic is the wiggle/smash the controller/keyboard buttons for Onyx not to submit. The higher Onyx's stamina, the easier is to break free and the inverse is the lower the stamina, the harder it is to break free.
Adding a minigame like "press button to match timing" could work as an option, only if it replaces the current struggle mechanic. The penalty for failing to break free initially is good enough. I don't want this game to turn into something like this:
i remember there was one game where you have to follow directional inputs instead within a small time frame to escape. i forgot the name of the game but i think that systems works betterAdding a minigame like "press button to match timing" could work as an option, only if it replaces the current struggle mechanic. The penalty for failing to break free initially is good enough.
A hard mode version of "hammer the buttons and wiggle the sticks?" I don't think your keyboard/controller will want that. Bullshit problems like sticky keys on a keyboard and analog stick drift on a controller are not worth it.Ignoring all else. I find that this mechanic is extremely easy to beat. You just mash your stick left right it aint hard. It would be nice for it to have a hard mode maybe? Or maybe just make the stamina not infinite(i know it aint but it feels like).
Unfortunately, the games I can think of that uses directional inputs are musical rhythm games such as Dance Dance Revolution, Pump it up and EZ2 Dancer.i remember there was one game where you have to follow directional inputs instead within a small time frame to escape. i forgot the name of the game but i think that systems works better
just gallery animationIs the Police boss in any of the maps or is it just a gallery animation? If on a map, which map?
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I don't think it's the only game that does that, but it might be Legend of the Twin Orbs?i remember there was one game where you have to follow directional inputs instead within a small time frame to escape. i forgot the name of the game but i think that systems works better
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