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-cutscene & animation-


audimacho
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i giving input from game aesthetic perspective

u know... the mission designed for 4 people.. and only 2 max people get the intro scene..

and more intro & outro scene, it really get boring when u see your char drop from mission to mission..

teammate indicator ( far ).. incase you left behind your teammate.. and some of them was .. idk a horse? cannot type.. cannot read.. when u ask where is he/she.. doesn't answer

more attack variations :D

the air stab animation needs more impact

low health character animation ( like "in pain" gesture) something like that

chat sound more noticable!!

ninja like char + corridors = wall climb? wall jump? double jump?

the giving indicator maybe add some noticable direction maybe use d*ad sp*ce for refrence? it really helps for newbie

climbing sometimes doesnt work ( need to be on some exact spot )

and..

i feel like the director of this game..

sorry for my bad english :D

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The game is fairly realistic and I think double jump would be awkward and silly.

How is a double jump less "realistic" than any other power in this game?

If I can use energy to boost myself through the air, then how is a double jump outside the reality of this universe?

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  • 2 months later...

Yes an injured walk/run animation will really convey the pain of the character and give them more "life."

Double jump....I think we should pass on that idea. Fun idea but it may lose the "grit" this game has

As for learning where to climb/walkrun and such, I think a tutorial would easily get newbies over that curve and a little practice

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