Under rating threshold (hideshow)
Guard: Who killed the boss?!
-runs around for 3 seconds-
Guard: Why was I running around again?
-finds the same dead body-
Guard: The boss is dead!
Under rating threshold (hideshow)
Not a completely bad game idea, but random pathes after every refresh make it more luck than tactics based - the target can even get stuck with one of the guards, so you can not even reach it. Having a rating for reaching time limits under those circumstances is pretty frustrating.
Hs someone with a a different keyboard stetting than the american one, I also feel annoyed by only having z and x as keys to trigger the skills - for me they are all over the board and after a few minutes of playing the arm hurts.
Under rating threshold (hideshow)
Hey I'm an assassin from the future where we have suits that can improve your speed and make you invisible but there aren't any guns with silencers left xD
Under rating threshold (hideshow)
Ok I've killed the target,I'm standing right in front of the escape and there are no guards around,but they found the body, so I can't leave for another ten seconds.
Under rating threshold (hideshow)
To be quite honest, im disappointed with the luck factor required for some of the levels to get "ultimate". When the spawn area has one exit point, and its always blocked by 2 guards right off the start and they have to turn exactly the right way to leave an opening for you, and if they dont your basically restarting to get the achievement, it takes away from the playability of the game. Its just becoming a crapshoot at that point.
Under rating threshold (hideshow)
Random guard patterns + time limit = Utter fail. If time matters, give the guards routes so the level is beatable. There's a difference between challenging and unfair.
Under rating threshold (hideshow)
Why are they not simply staying close to the green guy? They are like walking around 10km away from they guy they protect...
Under rating threshold (hideshow)
'Stealth' i understand,'keyboard only' i understand ,'quick' i understand,'action' i understand but 'ninja' is PRO-NESS
Under rating threshold (hideshow)
Levels should not be designed so that you have to go stand in a corner for 5 minutes while you wait for the guards to move.
Under rating threshold (hideshow)
It is luck based, and that wouldn't be a problem if it really was a simulation. The real frustration probably lies with the fact that this is timed and has achievements based on that. It is entirely possible for someone to have to repeat a level just so they can get the time under par, which is kind of unreasonable to ask for, especially when the reason is not that the person is necessarily bad at the game.
Under rating threshold (hideshow)
Another totally random game where you must hope you get the right combination of random moves to get you through it. Yes, some skill is involved in this one but the essence of randomness is still there. So at some point, you just try and try again until the stars align. No thanks.
Under rating threshold (hideshow)
Guard 1: "Everybody, I just shot the assassin!"
Guard 2:"Where'd he go?!?" "I don't know, but I definetly shot him. See, look at this pool of blood."
Guard 3: "Hey, what about those footsteps leading away from the blood?" Guard 2: "No, that's obviously a decoy. Let's go in the opposite direction!"
Under rating threshold (hideshow)
Yeah, putting time-based achievements in a game where AI pathing and your exit point are randomized is really, really stupid.
Under rating threshold (hideshow)
Guard note: If you see an assasian, shoot it.
Guard note 2: If you see a VIP dead, look for the person who killed him.
Guard note 3: Forget about everything that happens after about 10 seconds.
Guard note 4: Aways say idiotc lines and never inform the VIP that there is an assasian trying to kill them.
VIP note 1: Always assume that the black stickman with a knife that has just had 3 guard sound the alarm is one of your men.
Under rating threshold (hideshow)
It's fun for the first dozen or so levels, but the more you progress, the more the percentage shifts from %-skill to %-luck/random direction and becomes a literal waiting game to see if the path opens enough by 10 or so seconds; if not, die and retry. It's not that the Hard badge is hard, it's merely a matter of # of retries until every guard goes in a direction away enough from the one path you need to go to the target, there AND to the end point, BEFORE they come across the body. To do that for 7 guards, as much as they stop/pan around and their vision raduis covers all possible floor is not very pheasible in a fast time. I did the first 5 Hard levels for the Hard badge. I can't imagine too many people would want to do any more. The one thing I can give credit to, is that it's a very quick process of purposely dying. Kudos at least to that, so we don't have to tear our hair out waiting for animations, having to reload the page or the game dragging out "something cool" to rub it in.