#Feelings on Grapple?
22 messages · Page 1 of 1 (latest)
Even with auto aim and hold and release?
I could not disagree more, after playing the original ODM Minigame on phone and giving up immediately, the game now feels smooth as butter and is still feasable to get great times on phone, after all the changes done (specially aim assist)
The game takes good effort and time to actually improve, it can not be completed by just mashing buttons mindlessly and hoping for the best
with aim assist I acually disagree with cannot be beaten by mindlessly smashing buttons
on mobil I was pretty much just tapping randomly forward and it was working pretty well
of course you still need some skill but with aim assist it is little
maybe medium in the chambers
So from that first statement, it's even easier than I described then
What is the excuse then?
the increased timer makes the in-run minigame trivially easy on pc at least, with the -30 second dark divinity active you still complete flawed runs with up to a full minute to spare
Tbh, im really struggling with the timed challenge (after stage 10), i hit 2:30 once, im on mobile and i keep hitting the pillars or getting stuck on the wall, 2:10 feels genuinely impossible for me, as with how the timed stage currently is, im not able to shave off 20 secs extra
beta testers in mobile, especially the few that shaved another 30 seconds off that goal 🤷
on that note, did he make the boost stronger? It sure feels like it.
Mobil record is 1:18
That's not what I was doing, as I said before I have fully completed all the timed challenges. I personally just think it feels awful, and is a little strange to lock unrelated CPS upgrades behind forcing us to put the mini game into the bonus block rotation. So my choices are either grind more
to pay to shut them off or just miss out on upgrades because I refuse to interact with this mechanic more than I was already forced to?
If you think it feels great, awesome. I don't, and I'm leaving feedback. Like this section is meant for. I started playing this game as an idle game, not a platformer at the end of the day
I've tried on both PC and mobile with basically every combination of settings available, nothing feels good and nothing really feels solid enough to justify bloating the ecosystem more than it already is
For a little context, kuck wasn't aware that there was a Boost and one second away from earning all rewards despite that.
i dunno i think nobody other than people who have technical issues have any problems with the minigame
I believe the minigame is not only very easy as it once was, but it has had massive improvements since it's conception
I also believe you need to improve your skills
or if you also skipped the Boost upgrade, go back and pick it up
I absolutely agree with this. There are plenty of other games that are platformers. Why does Plab keep introducing more frustrating platforming things into a game who's core is an idle incremental.
*a platformer game with idle game elements
You are shuning down inovation by saying that
An idle game can be more than just an idle game