played 1.0
the location of cards to go down should be consistent, or atleast ala spelunky where the exit is always in a location you know it will be (at the bottom). there is a need for crowd control moves in which i can face more than 2 people at the same time without having to switch back and forth between them without having to spend resources, a sweep or something like that, or make it that enemies colliding with each other damage them ala god hand. remove the holding the button to make the heavy moves, just give them a normal button press but with their long start up. remove parry from the game or make it so you have to parry an enemy to get them in a juggle state or something like that
cute little game, I would pay 10 bucks for it not the 20 that is now

one of the most important games to have revolutionized the euro-katamari-like genre

where is the "platform" option for yakuza 0

get a game designer please or learn to copy well

if you're having a hard time with combat, learn what Air Launch Kick is, remove any guard breaking techniques and abuse counter hits, you're welcome

shallow characters, boring puzzles, exposition, exposition and more exposition. the most fun I had playing this game was trying to do bunny hops while using trevor.
also I HATE it when white people write "hispanic" characters and all they do is make them speak spanish at random every once in a while, yeah, remind me that you are puerto rican, yeah, love it when they use it to excuse when the character doesnt have a personality, just make them a minority, that will work, that will make them interesting!
atleast the ending is good, which is not a big deal since is very underwhelming and not worth it for what you have to go through

you can see the passion and love put into in every aspect of the game, unfortunately, the inexperience in the fundamentals of run n guns is noticeable...
It's pretty basic but it doesn't take away from the experience it's trying to offer, it just doesn't allow it to be anything more than a good time, but what else would you want from something out of this? honestly! it's not like It was trying to be anything else.

I'm glad is considered a modern classic. you don't need to be considered a masterpiece or something like that to relate to hundreds of people, you just need to be fun, have character and offer your total honesty

get a better foley team jesus christ

NORMALIZE SHORT GAMES THAT LEAVE YOU AN AMAZING TASTE IN YOUR MOUTH.
NORMALIZE LOWER PRICED GAMES THAT CAN BE ENJOY IN LESS THAN AN HOUR.
NORMALIZE REAL INDIES AGAIN.

finally. mankind has been able to create a second 3d platform game, after all this time...

the fundamental mechanics are not well thought out, after the usual main back and forth there are not many things that keep the game interesting besides the gimmicks because the design asks so much of the risk and reward dynamic so straightforward.

in games, decisions go beyond solution = problem. you go into intricacies where future and past decisions affect the way you move, interact, and the world changes. etc, etc. the closest the game comes to this is the weather system and the ship's camera mechanics, that absolute carry the game btw, one of the best things it has to offer.

if the game starts to design and focus more on how to make the game NOT break down and run out of replayability after a week maybe the game will transform into something really special, in the meantime, it is worth seeing the potential it has to offer

platformers are not a series of hundreds of indexes to choose from to press the right buttons at the right time to keep doing the same thing over and over and over again. platformers are first and foremost, movement, and secondly, context.

the context of being catapulted over a pit passing different hazards falling on you. board a boat in order to enter a pirate ship, find a way up and confront the captain in the plank. accidentally enter a world with all its fauna simply navigating through while you go to your destination, climbing on top of each of them to navigate the terrain.

platformers are about the feeling of navigating in a world that is constantly asking you, are you here, and answering it directly, that yes, you are here. living and experiencing the world, passing through your senses, embracing you, thanking you, for being in here with them.