![]() ![]() While this was not intrinsically difficult, it was very much dependent on me finding two coins within a few hundred meters of each other and at very similar ground-heights. For a while I was stuck on a goal on level 51 which required me in one wing suit flight to collect two super coins. Some of the goals seem based on chance, rather than skill. I should never be able to trigger this rule set just by dipping a few meters into a chasm during a wingsuit flight. I’ve noticed if I loop in the wingsuit the lemur will run in place, rather than stop and wait.Ĭhange the chasm crash rule set so it only triggers when a character hits the wall of a chasm, or falls so far into a chasm they fall off the screen. The lemur animations sometimes glitch out a bit. Sort of an addendum to 2, could the devs add a persistent UI element which displays the current multiplier and base score values for combos which overflow from the screen? Alternatively, make the combo list scroll down as new tricks are added to it (in an overflow condition).Īdd a toggle-able UI element which displays the current trick-score to distance and trick-score to time ratios. I cannot tell from sound alone how my combo is shaping up, like I can in AA. In AO the scale system only increases 6 octaves, so anything past an 圆 combo resets the scale. I’d like a clear audible scale system to denote multiplier value, like the progressively higher note string plucks from Alto’s Adventure. Currently contacting a rail within the last four meters of its length will not always trigger the bonus. I’d like the game to better enforce its rules on kissing the rail. I have things I’d like the devs to add or change about Alto’s Odyssey. ![]()
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