Best use of automation would be like checkpoints in the level design, basically the movement would be so freeform that you could break free and approach platforming however you wanted to, but the automation would sort of keep you on track.
"Automation is a necessary feature and all Sonic games should have it. Sonic game would be extremely clunky to play without automation and that's just not fun."
I have been competing for 8 years and i have gotten 2nd, 3rd, 4th, 5th, 7th, 9th , 13th, 17th 25th, 33rd, 65th 98th 125th . but today i finally WON A TOURNEY!! 🥲
Wouldn't you technically use the adventure spin dash the exact same way you use shadow gens boost? Like if you replaced boost with spin dash wouldn't the only difference be that you can't use it in mid air.
"Shadow Gens is a good game, but I really feel like it didn’t need to be a boost game. Hardly any of its level design really warrants the boost playstyle. I’ve felt like this for a long while now but if you got rid of the boost here & instead give us an Adventure style game with-
My sweet boy Nero needs surgery for a ligament tear 🐾
I was recently laid off, and this all hit at the worst possible time.
Anything helps, even just sharing 💜
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Celeste only feels frustrating, if you play it as shown in the second video, in which timing and precision became necessary to avoid the spikes, but the pay off is that it was faster and more rewarding, and even then it certainty isn't the fastest way to beat that section.
I wouldn’t even call the main levels of Celeste precision platforming. The spikes aren’t really there to demand perfect inputs, they’re there to push the real core game mechanic, which is the dash. (this example isn't the best but it's what came to mind)