Get rid of this asshole. I've been trying to record a decent run of ERZ for the last three days and I still can't get past this without getting shot. It's not even funny. (yes I re-did this level so many times it made me complain on the forum)
And shorten Metal Sonic's pinch phase, it's plain ridiculous.
These suggestions seriously aren't crying to make something easier, considering this has nothing to do with difficulty at all, it's just plain cheap and unfair. This game seriously needs more anti-frustration mechanisms.
You've hit on the intended tactic in your screenshot. You stand on that platform, get him to shoot at you, and then jump onto the jet in the time it takes for him to reload. If you're trying to speedrun, then you could just intentionally get hit to save time or bring the Armageddon Shield to blow him away. If you're looking to actually do it optimally then you're going to need great timing to jump at the jet from the side and have it launch you before the snailer fires, but if you're just trying to get the emblem that kind of skill isn't even remotely required.Get rid of this asshole. I've been trying to record a decent run of ERZ for the last three days and I still can't get past this without getting shot. It's not even funny. (yes I re-did this level so many times it made me complain on the forum)
The problem with Metal Sonic is how he doesn't telegraph how his pinch works particularly well. Each dash in pinch consists of an aimed dash directly at the player followed by three bounces off the wall. He repeats cycle while he's dashing, meaning that the simple tactic to avoid him is to lure him into dashing in a direction where his bounces are harmless. The easiest method is to lure him to dashing straight at a wall head-on, making him bounce back and forth harmlesslyAnd shorten Metal Sonic's pinch phase, it's plain ridiculous. These suggestions seriously aren't crying to make something easier, considering this has nothing to do with difficulty at all, it's just plain cheap and unfair.
We think the game needs handicapping systems to grant the player more lives upon continuing, but overall I'm quite happy with how our game's difficulty curve is working out, except for ERZ being too long before a save. It's important to realize that our game is actively trying to be difficult at the end, and require the player actually practice, get better, and try hard to succeed. There's nothing lamer than action games with good game mechanics that never dial up the challenge level at any point so those good game mechanics actually matter.This game seriously needs more anti-frustration mechanisms.
To further drive Monster's point, this in particular is why ATZ shouldn't be any easier. It's important to remember that maps aren't only maps missing between RVZ1 and ERZ, but also between ERZ and ATZ. IIRC, there would be three "super zones" and "hyper zones"; AGZ and ATZ currently belong to the latter (though I'd personally love to see ATZ being the first hyper zone and having them get harder from there, lol)It's important to realize that our game is actively trying to be difficult at the end, and require the player actually practice, get better, and try hard to succeed. There's nothing lamer than action games with good game mechanics that never dial up the challenge level at any point so those good game mechanics actually matter.
...The problem with Metal Sonic is how he doesn't telegraph how his pinch works particularly well. Each dash in pinch consists of an aimed dash directly at the player followed by three bounces off the wall. He repeats cycle while he's dashing, meaning that the simple tactic to avoid him is to lure him into dashing in a direction where his bounces are harmless. The easiest method is to lure him to dashing straight at a wall head-on, making him bounce back and forth harmlessly.
Why change the camera? Just make it so you don't even have to look at the bounce. A GIF from long ago that demonstrates the easiest tactic: http://mystic.srb2.org/images/srb2/srb20001.gifFor me, the problem with that phase isn't the attacks, but rather having to jerk the camera around every time he bounces around so I don't lose sight of him when he attacks. Maybe a forced FOV increase during the pinch phase could make avoiding his attacks a little easier.
In the vanilla game? There's very close to no reason for that (especially considering not all vanilla levels have even been made yet). For modders? We can already do that using CutsceneNum and PreCutsceneNum in level headers.Guys, I have a suggestion, what with cutscenes between level to level?
I think cutscenes were intended at some point but I think they scrapped that idea a long time ago. However, it would be nice to see some in-game transitions to each new zone after every boss act similar to Sonic 3, showing how each character jumped to the next zone. That would be pretty cool and a nice little touch.Guys, I have a suggestion, what with cutscenes between level to level?