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The enemy designed these traps to kill United States troops by bringing entire buildings down on their heads.
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There are also more advanced modes for older players and a fresh range of enemies, designed to get players experimenting with different swap combos.
Some of the enemies designed for Super Mario Bros. 3 were inspired by the team's personal experiences.
Courses are populated with various objects and enemies designed to obstruct the player.
The enemy design is a little uniform in its aesthetic (most enemies look like slimy, broken marionettes) but they're effective, nonetheless.
From one parent we get the basics: a sprightly adventurer, Melody, delves into four randomly generated dungeons, collecting items, battling monsters and digging for treasure, all in a delightful 2D aesthetic most immediately reminiscent of Link to the Past-era Zelda; if the enemy designs and top-down viewpoint don't summon that to mind, the (usually empty) heart containers in the top right will.
Early enemy designs included tanks, combat planes, and battleships.
Enemy designs were similar to those in the previous game, based on the Halloween holiday.
He recalled the challenge of describing the enemy designs by phone.
Jarvis praised the design of the main cast, but cited the repetitive enemy design and dark environments as detracting elements.
Despite this, enemy design itself was bemoaned for being "corny and generic", with notable exceptions to some of the Paper Marios original boss characters.
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Justyna Jupowicz-Kozak
CEO of Professional Science Editing for Scientists @ prosciediting.com