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I'm pretty Bad At Games (or at least I used to be; a year of playing competitive Smash Bros has done wonders for my singleplayer abilities in other games) but I never found Shovel Knight to be insurmountable. I'm doing a break-all-checkpoints run and that's been going pretty okay, though obvs not deathless or blind. The game is designed to feel good and the movement, stage design, and hitboxes are all majorly in your favor as the player. It's certainly not a cakewalk but I just gotta assume that people who are hitting walls on stages or bosses aren't putting Shovel Knight's full toolset to use. I wonder if players on non-Nintendo platforms are having a harder time because they can't use the touch screen to quick-select relics/bomb components. MMX-type shoulder quick-select is honestly not good enough for the diversity of relics in this game, and pausing to pick breaks up the flow in a really discouraging way, so maybe that's the problem folks are having. ...yeah, thinking on it, SK on Nintendo platforms deffo gives the player a better sense of their abilities and encourages the player to use relics better. Maybe to make that experience more platform-agnostic, Yacht Club should have implemented a more robust button-mapper that could use the right analogue or bumpers and triggers or keyboard keys to simulate the at-your-fingertips relic experience of 3DS and Wii U. Axiom Verge did a pretty good job in that regard, as I recall.
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# ¿ Sep 15, 2016 15:44 |
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# ¿ Apr 25, 2024 06:16 |