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Katana zero hard mode
Katana zero hard mode









If someone dies a lot in normal mode or not is, again, something personal. Originally posted by Leoscar:Katana zero is a short die and retry, not that you need to die a lot to progress in normal mode, the ennemy placement is more often than not quite forgiving and the slow mode can be used a while before it runs out. Thanks for reading and I hope that my voice matters, at least a little bit! Have a nice day! If someone has read it that far: I´m really impressed.

katana zero hard mode katana zero hard mode

I don´t want to tell you how do you could do your jobs. Add something like that I can rewind time myself, so I can choose my own respawnpoint, a bit like the puzzleplatformer Braid, or make the enemies more static so I can learn their patterns more easily. So please, I beg you devs, please add an easy mode for players like me. (I´m not a bad player in general, I mean I beated Cuphead, Celeste and Hollow Knight, all of these are very hard games imo, but I´m certainly bad in Katana ZERO.) Its also very intimidating that the devs seem to care more about their hardcore playerbase, adding a new brutal hard mode, but not an easier mode for bad players like me. Which means if you get surprised by them and die you need to play the whole stage all over again! How is this meant to be fun? Its also very frustrating that there were 2 enemies (so far, I´m just 2 hours in) which came out of nowhere (1 came out of the elevator, or knocked a door to find me) and they were both the last enemy of their stages. Unfortunately.įurthermore, enemies with ranged weapons can shoot me, while they are out of my own screen thus I didn´t even know about their existence.

katana zero hard mode

I actually thought that Katana ZERO wouldn´t play out like that.

KATANA ZERO HARD MODE FULL

Enemies go on patrol, so it isn´t possible to learn a stage properly to its full extend. This just isn´t possible in the current state of Katana ZERO. Every time I respawned I made one more step to the finish line simply because I´ve learned the patterns slowly. In Celeste or Super Meat Boy I didn´t need to have the best reflexes because I could learn by my mistakes. But they both have something in common which Katana ZERO doesn´t succeed in:Ī static map and enemy positions. If you look at similiar games like Celeste or Super Meat Boy: They are both very hard and very fast paced games. This being said, this game is to frustrating. you may have better luck researching the Steam or GOG forums via the links above.Important information first: I don´t have good hand-eye coordination and my reflexes are also not the best. For product concerns or questions regarding game performance, etc. This is an unofficial, fan-created subreddit for Katana ZERO. Katana ZERO Wiki (No longer extremely WIP)

  • A branching interrupt-based dialogue system, allowing players to insult everyone and throw away the story the devs worked so hard on.
  • A rich story filled with unique characters, all tied into the gameplay and level design.
  • Every level is a unique and lovingly designed challenge to overcome. No metroidvania gimmicks or item collection. Every cool thing you could possibly want to do - the game lets you.
  • Run, sneak, walljump, roll, slash bullets, toss pottery, and slow down time to complete levels.
  • Aided with your trusty katana, the time manipulation drug Chronos and the rest of your assassin's arsenal, fight your way through a fractured city, and take back what's rightfully yours.

    katana zero hard mode

    Katana ZERO is a fast paced neo-noir action platformer, focusing on tight, instant-death acrobatic combat, and a dark 80's neon aesthetic.









    Katana zero hard mode