![]() ![]() If you can, save your overdrive shot for the bosses. Remember to boost out of tight spots and save your bombs for the later levels (level 5 in particular).ģ. Use the Nemesis ship as those homing missles will easily be your best friend.Ģ. Veteran wasn't hard, but it did seem like there were more enemies and everything was a tad bit more aggressive than they were on experienced difficulty.ġ. ![]() ![]() Since the game doesn't take too long to finish, I suggest finding a co-op partner and doing a veteran co-op run together just to get used to the difficulty. Here are some things that you should know first.Ĭompleting the game in co-op will net you this trophy, but it WILL NOT unlock Master Mode as that requires you to play through on the Veteran difficulty solo. I could also try and beat the other planets on Rookie to see if this changes anything, I guess.This can be done in co-op or single player. I'm practicing to beat Mefitis on Experienced, I got to the boss's second phase twice, so I hope this will all resolve soon. ') must be obtained in one sitting, but is it the same for 'Conqueror'? It appears that the difficulty trophies stack, so going Experienced>Rookie shouldn't have prevented me from getting 'You have completed basic training!'. Any idea why that might be? In between, I also played the first planet with another ship to get the boost-only trophy.ĭoes selecting 'Arcade' or 'Single Planet' have an importance? I know that the ship-specific trophies ('Pilot of. I beat the game, got the 'Cool trophy!' gold trophy for finishing the last planet, but didn't get either the 'Conqueror' trophy (complete all levels) or the 'You have completed basic training!' trophy (complete all levels on Rookie difficulty). I finished the first four planets, but since I was hitting a wall with Mefitis, I decided to finish it on Rookie in order to see what the final boss looks like. Hey GAF, I'm playing through the game on Experienced difficulty using Ferox. If we had made the opposite choice back then, youd be playing a very different game now. One of the most crucial choices we had to make involved the twin-stickness of Resogun: we experimented with the possibility to shoot at 360°, but it didnt feel right because it turned the player into some sort of moving turret move a bit, shoot in every direction, move again so in the end we settled for left and right. The gameplay elements associated with humans have evolved over time as well: for instance we used to have normal humans, special humans, and even expiring humans all that is pretty much gone now, with the possible exception of the Throwing Human button, born as part of a refill-human-energy mechanic and kept because it was just fun to use. We were also planning a World Map to track players progresses that was axed because it felt like an unnecessary layer between the player and the action. Experiments with a weapon shop worked great, but the idea was abandoned because it slowed gameplay too much between phases. In this version the humans run around a treadmill and build the weapons for you that idea was abandoned because it made the gameplay gravitate too much around the same spot. For a long time we only had one central tower where the player had to deposit both humans and green energy cubes to generate power ups. There have been builds featuring options (like Gradius or R-type), meaning some small drones circling around the ship and adding firepower to your ship. Over the months things have changed quite a bit in all the key areas of the game. So, while hard at work on the way the game looks, the team was also down to the nitty gritty iterations of gameplay. Overall development from the concept stage to code: ![]()
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