![]() ![]() It's probably worst with the grenades and discs the hearts and spears are usually fine. If that's by design, so be it but if it's not, I'd try to make enemy projectiles stand out a little better by either darkening the background or else finding some different colors. Every new run is different from the last Summum Aeterna: Prologue Steam charts, data, update history. Tons of enemies, weapons, mods, and upgrades. Try its free version and create extraordinary adventures thanks to a unique world generator system called the 'seed mechanic'. It's less problematic in the Opera House, but it can get a little frustrating in the Channels. Summum Aeterna is a fast-paced Roguelite set in the Aeterna Universe. so far it has happened on 4-5 skull difficulty and only the first or second main boss fights during a seed. Seems like a number of parts of the Port level are just slightly on the rougher side compared to the other levels.Īs far as QOL goes, there are times where the enemy projectiles blend in way too much with the background color palette. I have been unable to attack during multiple different boss fights. Second, I noticed down in the Forge that one of those 'cloak and dagger' enemies appeared to be momentarily clipping into the screen right as I transitioned in and out of the Forge. Fortunately, I was able to kill it with some stomps. It's almost as if the cherub is in a 'different room' below the floor, even though no such room exists. ![]() Here, we have a cherub that is 'below' the floor of the room, and nothing draws the cherub up to engage with the King, including exiting and re-entering the room. In general, I notice that the 'halo of healing' from the cherubs will begin to show up in adjacent rooms, and so wanted to call that out. ![]()
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