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A few Video Game Design Flaws hold back Hammerfight's Potential

Written by wangmin on January 07, 2010 15:06

While the controls are intuitive and natural, many other aspects of Hammerfight are notSwitching between weapons and items in the Hall is a royal pain and a waste of timePlayers cannot visit the hall to switch weapons until after failing a mission, and when they try to, they might waste all their money and fame by accidentally purchasing a "level skip" item instead, since both require pressing the Enter buttonA simple menu system could have avoided a great deal of frustration.

In-game the difference between foreground and background is simply too vaguePlayers may run into a wall they thought was in the background, or catapult an enemy safely through a ceiling that they thought was in the foreground.

And, the addition of explosives and guns seems out of place and sometimes wildly unbalanced, which is particularly noticeable in the Arena mode, resulting in all too frequent, random deaths.