Just a couple of notes on the review (normally I don't personally comment on reviews but the author has suggested that others do so on this website and so I'll oblige)...
The long intro sequence can be skipped by pressing any button on the controller. The story, which is laid out in this sequence, is really not all that important to the gameplay. The game doesn't take itself too seriously, which is why some of the enemies and items deviate from what it laid out in the story.
The grenade gun is, by design, a risk/reward weapon. The arc of the shots makes it more difficult to use in close quarters (though you can still hit enemies that are immediately in front of you, the areas you miss are when they are a little further away and right at the apex of the grenade shot's arc). This is the price you pay for a weapon that is twice as powerful as any of the others. If you learn to use it well, the grenade shot can be quite effective though the learning curve is steeper than that of the other weapons.
The "Hurry Up" message is played out pretty much identically to how it was in Bubble Bobble. A future update to Nasty (likely in a month or two) will address this exact issue mentioned in the review by adding a countdown after the hurry text is displayed, thus making it obvious when something bad is about to happen.
Jumping in Nasty is variable depending on how long you hold the button. While you initially hold the button, the jump progression is a static velocity (though this is only for a split second) after which gravity is applied and a normal linear progression occurs. This setup allows you to do "bunny hops" and larger jumps, giving the player more control over their character. Most players don't seem to have issue with this setup though the occasional person (like this specific reviewer) finds it really off-putting. The jumping has been revamped once since the initial release (it was a lot more floaty before) and will be looked at again for following updates as we try to tweak it so that everyone feels good about it.
I've alluded to it already in this post, but I'm actively working to improve Nasty as more feedback about the game comes in from reviewers and gamers. I encourage that you try Nasty yourself now and in the future as Nasty will continue to become a better product.
Comments - Focus Should Be On Gameplay, Not More Levels
Just a couple of notes on the review (normally I don't personally comment on reviews but the author has suggested that others do so on this website and so I'll oblige)...
The long intro sequence can be skipped by pressing any button on the controller. The story, which is laid out in this sequence, is really not all that important to the gameplay. The game doesn't take itself too seriously, which is why some of the enemies and items deviate from what it laid out in the story.
The grenade gun is, by design, a risk/reward weapon. The arc of the shots makes it more difficult to use in close quarters (though you can still hit enemies that are immediately in front of you, the areas you miss are when they are a little further away and right at the apex of the grenade shot's arc). This is the price you pay for a weapon that is twice as powerful as any of the others. If you learn to use it well, the grenade shot can be quite effective though the learning curve is steeper than that of the other weapons.
The "Hurry Up" message is played out pretty much identically to how it was in Bubble Bobble. A future update to Nasty (likely in a month or two) will address this exact issue mentioned in the review by adding a countdown after the hurry text is displayed, thus making it obvious when something bad is about to happen.
Jumping in Nasty is variable depending on how long you hold the button. While you initially hold the button, the jump progression is a static velocity (though this is only for a split second) after which gravity is applied and a normal linear progression occurs. This setup allows you to do "bunny hops" and larger jumps, giving the player more control over their character. Most players don't seem to have issue with this setup though the occasional person (like this specific reviewer) finds it really off-putting. The jumping has been revamped once since the initial release (it was a lot more floaty before) and will be looked at again for following updates as we try to tweak it so that everyone feels good about it.
I've alluded to it already in this post, but I'm actively working to improve Nasty as more feedback about the game comes in from reviewers and gamers. I encourage that you try Nasty yourself now and in the future as Nasty will continue to become a better product.
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