High difficulty targets, fixed patterns
Author: indiefoldcreator
Date:
Tue, 25 Jul 2023
Game: Aim Climb
It is still very cold in some areas. Please take care of your health.
This is a small update for AimClimb.
AimClimb was designed with mouse control in mind, but I've made a few changes to the movement of objects to make it more route-oriented and more enjoyable to repeat.
The changes are as follows
The target moves when clicked and is a high difficulty target that requires flick-aim, but with this update I have fixed the pattern of where the target moves to so that players who are not good at flicking the mouse or players who value repeatability can play along.
If you keep in mind that the first flick will always go to the bottom left, this will make it a little easier to aim on the fly.
(It's a loop: bottom left, top right, top left, bottom right, left, right, down, up).
The lelele-like moves right to left and left to right, but I made a pattern of simple movements.
The movement was a little awkward when the movements were all the same, so only the cycle was shifted by -0.1 to +0.1 seconds depending on the location.
Occasionally, the lelele target would leave the flowing waterfall, escape the effect of the waterfall and stop moving downwards, often lagging behind the cycle of the flowing target. Therefore, the risk of this misalignment was eliminated by constantly reflecting the effect of the waterfall.
These are four points.
I will design the upcoming new map with an emphasis on mouse operation, but also with an emphasis on reproducibility.
With thanks to game users
Yul
This is a small update for AimClimb.
AimClimb was designed with mouse control in mind, but I've made a few changes to the movement of objects to make it more route-oriented and more enjoyable to repeat.
The changes are as follows
1, Fixed the pattern of the flick-like (question icon) teleportation target.
The target moves when clicked and is a high difficulty target that requires flick-aim, but with this update I have fixed the pattern of where the target moves to so that players who are not good at flicking the mouse or players who value repeatability can play along.
If you keep in mind that the first flick will always go to the bottom left, this will make it a little easier to aim on the fly.
(It's a loop: bottom left, top right, top left, bottom right, left, right, down, up).
2, Fixed the movement pattern of the lelele-like (broom icon).
The lelele-like moves right to left and left to right, but I made a pattern of simple movements.
The movement was a little awkward when the movements were all the same, so only the cycle was shifted by -0.1 to +0.1 seconds depending on the location.
3, The target generation pattern of the generative target (the grey square target) was fixed.
4,In the waterfall stage (stage 5), fixed so that the lelele target is always affected by the waterfall.
Occasionally, the lelele target would leave the flowing waterfall, escape the effect of the waterfall and stop moving downwards, often lagging behind the cycle of the flowing target. Therefore, the risk of this misalignment was eliminated by constantly reflecting the effect of the waterfall.
These are four points.
I will design the upcoming new map with an emphasis on mouse operation, but also with an emphasis on reproducibility.
With thanks to game users
Yul
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