Sketchfighter demo hits macgamefiles
Posted 02 December 2006 - 02:20 PM
but i agree, a control scheme something like Kill Monty should be implemented. Purely because its more natural, and far far far less forced feeling to play that way.
Macbook Pro - C2D 2.4Ghz / 4GB RAM / Samsung 830 256GB SSD / Geforce 8600M GT 256Mb / 15.4"
Cube - G4 1.7Ghz 7448 / 1.5GB RAM / Samsung Spinpoint 250GB / Geforce 6200 256Mb
Self-built PC - C2Q Q8300 2.5Ghz / 4GB RAM / Samsung 830 256GB SSD / Radeon 7850 OC 1GB / W7 x64
and a beautiful HP LP2475w 24" H-IPS monitor
Posted 03 December 2006 - 05:41 AM
lolerz -- play many inertia-based arcade games? "strafing" is effectively what they allow you to do, only the strafing is "analog" rather than "digital", and therefore a lot more natural and fun.
i tend to disagree with the mouse interface suggestion. ClickQuest hasn't been fun since DiabloII. it worked in Kill Monty because that mechanism was effectively the game, whereas Sketchfighter is level- and achievement-based. it would be annoying.
Posted 03 December 2006 - 03:02 PM
No, I still don't think there's need for an Asteroids-like control mechanism. If such a feature was in place you might as well kiss your ass goodbye in the boss-fights, most of which aren't exactly easy.
All in all, I thought it was worth the purchase.
Posted 04 December 2006 - 12:19 PM
As for people complaining about the difficulty of aiming precisely, it become less of a problem as you get better weapons during the game (super wave gun!). I'm definitely planning on playing through that campaign a couple more times - to get 100% and to try it on hard.
I'd highly recommend buying SketchFighter - I'm certainly glad I did!
MacBook Pro, 2.16GHz Core Duo, 2GB RAM, 15" Glossy Display
Posted 06 December 2006 - 06:04 AM