Drifting lands save game6/14/2023 ![]() All trademarks are property of their respective owners in the US and other countries. Like I mentioned though this is really minor! It hasn't made it less fun to play, I assure you, and DL is FAR from lame. Drifting Lands - Drifting Lands new pricing - 5 - Steam News Login Store Community Support Change language View desktop website © Valve Corporation. I still think there could be a little more variance in the primary gun sfx (not necessarily louder, just different) for flavor. With visible and audible feedback, of course. Drifting Lands is an hybrid of classical horizontal shootemup with a lot of strong gameplay elements coming straight from the action-RPG genre. With this game I can definitely understand the focus is more on abilities you punctuate the shower of bullets with a detonation skill *BOOM* every now and then, for example lol. I remember only hearing constant explosions and gunfire in a lot of shmups.then I'd have to mess with the volume so I didn't miss out on the cool soundtrack lol. Believe me when I say that I've tried to add a much more impactful sound. Originally posted by Krobill:Primary weapon sound is weak because Drifting Lands is designed to be played during hours long sessions with the main weapon firing nearly all the time. Those two small things were all I could think of, so great work on the game! I need to get back to playing. Would it be possible to get harder, more 'punchy' sound effects for such weapons? That's what is Drifting Lands in essence: first and foremost an action-RPG (Hack'n'Slash or however you may call this). Energy weapons like lasers aren't expected to be loud, but it just doesn't feel right for a ballistic weapon to make soft noises. Imagine a Diablo-like game with the mouse clicking part replaced by an horizontal shoot'em'up core gameplay. I had a minigun and was tearing things up, but I noticed I couldn't really hear it firing. Summary: Drifting Lands is an hybrid of classical horizontal shootemup with a lot of strong gameplay elements coming straight from the action-RPG genre. So maybe.give far fewer prompts? I think as long as they know the tutorial info is there to look up, players will feel their way around the game menus with confidence. I get the impression DL gets much more difficult, and with the (optional removal of) retreat function it implies a somewhat 'hardcore' sensibility. It felt as if I barely had time to read a tutorial pop-up before another came up, followed by another With a large amount of information taking up screen space and prompting you to look at it, I think it makes things seem intimidating to first-time players and tedious to veterans. If I may be so bold, I had some feedback on (relatively minor) stuff. ![]() If a dev checks this out, thanks! Really enjoying the game so far. Drifting Lands - Imagine a Diablo-like game with the mouse clicking part replaced by an horizontal shoot'em'up core gameplay.That's what is Drifting Lands in essence: first and foremost an action-RPG (Hack'n'Slash or however you may call this).
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