我的自设
Nightcrawler
Untitled
Untitled
FlipAnim but a cat
WoAh FaLlOuT yes this is done
"Crossover Clash!"
title below
16 comments
KittytheWitch[OP]
26.10.2017 00:40
Linkguess what me and my bro are getting soon!
shillx
26.10.2017 00:41
LinkIs it too obvious?
KittytheWitch[OP]
26.10.2017 00:42
Linklol yes
Listen, it could have even been the tutorial, I’m not sure. But whatever it was, it was an early level, and it was absolutely brutal. I’d never played Cuphead before - in fact I think I’m the only person I know who hasn’t - and as I began my journey through a simple forest area it felt pretty natural and intuitive. It is a platformer steeped in history, after all.
But then the enemies started flying at me from all angles, many of them spitting rocks and other deadly projectiles. I kept forgetting you can’t jump on them to kill them, it’s a run and gun action platformer, so I had to spin right and left constantly, then shoot up, then shoot down, then jump to avoid an oncoming leapy guy. My health bar was at four, then three, then two, then one. I died. I died again. I died again.
Marija Moldenhauer, artist and producer on Cuphead, took pity on me and agreed that the learning curve was steep. “It’s inspired by retro games,” she said. “So we didn’t just want it to be a walk in the par
Bloodborne and Dark Souls, I lamented. Surely I’m not a terrible gamer? “I do find that if you’re generally proficient [at games], you’ll still struggle at first," said Moldenhaur. "But then the curve is steep in that way that it clicks and you get it and it’s easy going from there, and then you’ll encounter a new boss and start all over again.”
And it did start to click. Like the Souls games (and more importantly, every game from my youth), Cuphead’s platforming levels are all about learning enemy patterns and behaviours. Soon, I started knowing when to shoot the leapy guys, and that I had to crouch down to get the blobby guys, and that the timings of Cuphead’s version of Piranha plants were regular. Despite being hurtled back to the beginning of the level after each death, every inch forward felt like a small victory.
Nothing comes out as you plan it out to be.