Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think limiting your health to just 3 is pointless, I understand removing healing, but maybe replacing it with the something like "Once you reach 100 combo, you get one heal, 300 combo, another, 600 another heal" and so on
Probably a good way to keep your combo chain would be by keeping your clutch boost too
If we aren't trying to rework the whole gamemode, then I think that adding an additional half to full second of wiggle room on the combo timer could make the mode just a smidge more forgiving. I also think more things should pause or slow down the combo timer such as the the cycling Cinnamon Springs platforms. I believe a cannon gets added to a section in Pinball Mire during combo chain that skips the mandatory cannonball jump to get to the spray subarea, so more general level alterations could be used to achieve the type of gameplay this mode encourages.
its a mess, you get no health crates, you are restricted from your extra hp, any tight spaces will ♥♥♥♥ you up instantly, its just a nightmare
i know it isnt right to compare these two, but I have almost 700 hours in pizza tower and have gotten 101% on ALL 6 SAVE FILES (peppino and noise) and I cant even get cracked on the first level of antonblast, I think i am fairly skilled by now, being able to beat all the levels (besides glasshouse) with little trouble, but playing combo chain feels like my first time playing a video game EVER, its horrible
oh and dont even get me started on the god awful time trial pars, -3 seconds on MADMALL ARE YOU ♥♥♥♥♥♥♥ WITH ME SUMMIT?? AND THE ♥♥♥♥♥♥♥♥ BIG BATH THROWS AT YOU, JUST RANDOMLY REACTIVATING YOUR TIMER UGHHH
but that could be excused as a skill issue, unlike COMBO CHAIN WHERE ITS JUST STRAIGHT UP UNFAIR, accidently hit the wall while trying to go for the spray in boiler city, no more combo! rolled just a wee bit too late in the same section? no more combo! Been a bit tooo risky so you dont have to play this ♥♥♥♥♥♥♥ level anymore and you died? Womp womp skill issue little buddy! Just get BETTER, JUST WORK AROUND THIS FLAWED ♥♥♥♥♥♥♥ MODE THAT SUMMIT FORCES UPON YOU FOR 100% COMPLETION HAHAHAHAHAHAHAHA
and this is just boiler city let me remind you, I haven't even TRIED other levels, ESPECIALLY MAD MALL OHHH MY GOD I REFUSE TO EVEN LOOK AT THAT LEVEL, those damn slimes in the ball section fill me with so much rage I want to just completely nuke them from the game's code.
tldr: I hate combo chain.
1 combo is for us cracked individuals who are true masters of the blast. (its just a cosmetic thing)
I did note a few things that did help make this mode suck less, and allowed me to complete about half of the levels in that mode, including the aforementioned Hell Manor:
-Clutch Dashes can replenish your combo meter in a pinch--sometimes running back and forth repeatedly can keep your flow going.
-Turns out that certain transformations are invincible--even to the combo meter explosion! The Bomb, the Pinball, and the Mech Suit forms all fit this bill, so if you're going to drop a combo for whatever reason, do it while in those forms.
Having no healing at all on top of a capped 3 health is insane given the length of some of these levels. The extra paperclip things give almost no combo at all and feel like an insult.
I like the idea, but there needs to be some tweaks to make it fun. Give a combo-centered way to heal, or don’t let the combo run down on cutscenes or screen/background transitions, or just give ways to juggle a combo so backtracking doesn’t feel like ass.