After playing around with Deathwish Enforcers for a bit, the "shooting state", lasting 1) a couple frames after firing a single shot or 2) continuous while firing an automatic weapon, plays havoc with jump inputs. Down + jump registers as a neutral jump instead of a slide, but diagonal down + jump is still a slide. Hmmm. And if you're hanging from an overhead rope, it ignores jumps altogether... can't swing up or hop down until you let go of fire. 99% sure neither Sunset Riders or Mystic Warriors work that way. They both require diagonals for a slide, but at least they're consistent about it: no surprises.velo wrote:If you have an automatic weapon, I think you want to release the fire button before you hit jump.
On that theme, I turned Deathwish Enforcers's difficulty all the way up (3 notches above the default I think) and for the first stage, the only differences I noticed were massively increased enemy bullet speed and standard enemies taking 2 hits to kill instead of 1. It's obnoxious and forces a defensive, paranoid playstyle. Of the four playable characers, Charles Bronson aka Shotgun Guy is the one to pick, since he's the only one who can snipe placements without getting sniped back. The walk speed is so slow, even for the fastest character, that sliding is often the only way to dodge, and compared to SR/MW it's this huge long one with a gazillion iframes but you have to account for the abovementioned input issues and the fact that an uphill slope will instantly stop it cold.Sumez wrote: I should clarify, that it's less about how easy/hard a game is, and more about how difficulty changes might potentially compromise the core design of the game.
You can set the credits from 0-99 and there's not even a "revert to default" button, so this is on the other end of the spectrum from Steel Assault: it doesn't care how you play it and probably didn't put that much thought into it. Honestly, the true developer-endorsed setting is probably 4-player co-op on max difficulty with 99 credits and nobody knowing how to play it. Every dead enemy drops a point item and stopping to grab them slows the pace down, but I don't think (could be wrong) the game even gives extends for points so might as well not bother.
Despite all the looseness and jank the one thing that really kills it for me is taking something like a full minute (I oughta time it) to restart a stage after dying, and not because of long load times, but the sheer number of screens you have to sit through. Sadly all the full-stop fun-ruining issues seem like easy fixes, what a waste. Grabbing DE at $20+ and missing out on TJ for $2 means I failed the run 'n' gun literacy test pretty hard. I'm ashamed of myself and have nothing to say in my defense, but if you're thinking about it, probably ought to think again.