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why is normal level 12 so hard, its impossible almost impossible to ultimate that level since the target to the escape point are so far
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I can't give this a very high rating... a lot of it is just trying again and again until the guards and target move in a way that makes the assassination possible.
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You know what would be nice? If the extraction point was known before the assassination! But really awesome game! Simply and fun! (And I'm glad that the soldiers/guards don't get curious when they see bloody footsteps!)
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Only easy difficulty is the proper difficulty for this game. Just more maps would be better. Normal difficulty and further, must be eliminated because it would require too many restarts to beat perfectly or even to complete a level.
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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
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When a guard has seen you, their range becomes infinite and their vision indication disappears, which makes it really hard to try and escape. It would be much better if the guard vision indication didn't disappear like that
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After playing many levels, I noticed some last normal level to be guard's behavior to be very tough, tentative and abusive. It's like they constantly do not want you to bypass any hollow. Sometimes there're slow, sometimes they are fast, sometimes they stay away... they AI is horrible.
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This game is very frustrating and annoying, so the purpose of this game is not stealth but catch me if you can or something like that. The opponents turn over themselves very often, this is clear it is not a stealth game. So prepare to avoid lights around the map. Full arcade.
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When making a stealth-based game, maybe make sure that some guards actually have AI more complex than "wander around and randomly do 180 turns to spot the recently killed VIP"? In runs of almost any level, you're at the mercy of the guards' random pathing decisions on whether you're even allowed to complete it within 30 seconds or not.
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I actually like that you can't kill the guards. Assassins who take out more than just their target are just sloppy and little more than murderers in my opinion.
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okay so i feel lonly and i wana make good frend so i go to gren guy and i say helo i wana be frend u wana be frend ???? and he dont even do noting he just stand teir so i tink okay hes def may be so i say agen helo u wana be frend ????? but ten sudly teirs evrywan and tey kill me ????? devloper tats not nice i dont wana tat frend kill me tats not nice frend 1/5
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The concept is fun, but the luck-based aspect makes some levels almost impossible, if not completely impossible to do perfect runs on. Like normal-12 for example, where there's a spiral path with a tricky gauntlet of guards on the way to the target. I reach the target relatively smoothly (yet the time was almost up for the ultimate challenge, despite the good run), only for the extraction point to spawn at the very beginning of the gauntlet I just went through. My advice: Feel free to try to get the hard badge, but only if you're feeling lucky.
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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.
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I see a few people saying that the game is too luck bases because of how the guards move randomly all the time but try to look at it as a simulator. As I look at this game is that there's an assassin who wants to know how easy it is to kill someone. He doesn't know exactly where the guards will go, so he makes them walk randomly around in the simulation. Yes, it is luck-based. But merely because if it weren't, the guards would have to be dumb ALL the time for an assassin to have a chance. 4/5 stars from me.
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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.
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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.
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So, I think I understand why we were supposed to bring a knife.
The Guards have fairly poor vision, but they are amazing at hearing things. They are like the Metal Gear Solid people: the minute you walk behind them they turn around and shoot your head off.
Why no Silencer? ...reasons...
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Is it just with me or is there a glitch with the maps? There are big red Vs all over it! Great game, though. Replaying it for the badges.