![]() updates like 5% crit rate not exciting, especially when base crit rate is unknown also player projectiles have travel times and need to be predicted, there's a weird heat mechanic, it's too much work space to dash + wasd + hold left + hold right + q (hold?) + watch cooldowns + lack of feedback + dodge + predict enemy shots and landing position is too involved. too manual/micro-intensive for longevity operates with held buttons, bad for carpal tunnel and playability, this design decision targets players and can cause health issues cooldowns not obvious, too little feedback every fight plays like a boss fight and hard to predict movements and dash positioning too difficult, unclear obstacles, not sure where dash lands, easy to lose track of hero position enemies are ranged, competent, and have delayed blast fireball, so hero has no innate advantage maybe playing rogue arrows demo could help devs, because combat doesn't feel very fluid feels like a devolved vampire survivors + awesome graphics and no space to move. no auto-aim, auto-fire, companions, drones, interesting weapon choices, infinite range or anything new and unique to the genre's combat, comes off as mediocre and uninspired overwhelming spectacle with effects blotting out everything else enemies fade into background hard to see enemy telegraphing fades into background, hard to see esc must be used for menu, no UI to access with mouse right-click doesn't work to close out of menu/interaction music can't be muted, only one general slider for volume, critical failure data collection denial choice is not saved and will nag repeatedly ![]() update news button opens steam overlay without notification
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