Hoping the design for this one is a bit. . . tighter? As much as I liked the original, runs usually turned into hopping around trying to not get hit while you hope for enough space to actually use your abilities; or if you had busted items you just about instakill everything. I never found much of an in-between and felt that the sequel handled playing from behind situations much better.
Well they’ve already fixed my biggest issue with the original, you no longer need to kill every enemy to go to the next stage. Everything else is icing on the cake.
We’ll see how they handle being able to avoid damage but I doubt it will be too different from the original.
Hoping the design for this one is a bit. . . tighter? As much as I liked the original, runs usually turned into hopping around trying to not get hit while you hope for enough space to actually use your abilities; or if you had busted items you just about instakill everything. I never found much of an in-between and felt that the sequel handled playing from behind situations much better.
Well they’ve already fixed my biggest issue with the original, you no longer need to kill every enemy to go to the next stage. Everything else is icing on the cake.
We’ll see how they handle being able to avoid damage but I doubt it will be too different from the original.