![]() ![]() Axel's hatchets have a unique ability to get charged up before throwing them for extra damage and distance, plus he has special access to a secret hidey-hole on every floor stockpiled with health and ammo. Thanks for your continued support, here's the change log!Ī hatchet-wielding hunk with some cool shades and a god complex. I've got a final tomorrow morning and I'm writing this at 3:00 AM, so I should probably wrap it up here. This'll probably require a lot of slight tweaks and adjustments to get it feeling just right, but bear with me. Basically, Chunks is more challenging now, but it should also be more obvious now that running away is the right choice if you're not at the right skill or power level to fight him. It's not much of a secret that Chunks's speed scales with your own, but he shouldn't be able to fly around rooms at Mach 3 and land unfair, unavoidable hits on you anymore. ![]() In the spirit of fairness, I also made Chunks move slower. He actually has attacks now that you've gotta dodge, making running away a much more preferable option for players who don't have the skill or firepower to knock him out - cheap shots with low damage and running in and out of rooms is less of a viable strategy now. He can jump up and create shockwaves on impact now, so that way you're not just circling around him while attacking. He'll heal a little whenever you leave a room while he's chasing you in order to discourage kiting him around rooms before he can attack you, and 2. To help with this, Chunks now has two new abilities: 1. Neither of these tactics involve any challenge at all, really, and they also weren't particularly hard to figure out or to pull off.Ĭhunks is supposed to be intimidating, not a punching bag. I noticed that many players would quickly figure out that the best way to deal with Chunks is to either circle around him forever (and he would never be able to catch up to you or attack you) and spam attacks at him or just pop off some cheap shots on him and then quickly dive out of the room and repeat. Hopefully, the game will feel a lot more polished and better to play with this update.Ĭhunks also received a bit of an overhaul. Stuff like a dedicated button for Fuji and BOSS's special abilities, a better control rebinding menu, etc. I tried to resolve as many of the game's most frequently reported and severe issues as possible, and I also tried to pepper in as many new little quality-of-life features as possible. That's because the main purpose of this update besides adding the game's last playable character is to improve the game's stability and address common complaints. ![]() You'll notice that Axel is the only bit of new content added in this update, also. Ten's a nice, round, even number to end on. Lemme preface by saying that Axel is gonna be the final main playable character in Dead Estate. Axe to Grind is the fourth update in the six part series, released on Apr. ![]()
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