22 người thấy bài đánh giá này hữu ích
Tiêu cực
0.0 tiếng trong hai tuần trước / 7.7 giờ được ghi nhận
Đăng ngày: 13 Thg06, 2020 @ 1:34pm

Let me start by saying - I really wanted to like Delver.

At first, the game hooks you in, everything seems new and interesting. But quite soon you start to realise just how tedious the gameplay is and the flaws of the game rise to the surface. So let me explain exactly what I'm talking about.

PROS:
- pixel graphics
- music soundtrack
- secrets
- level design

CONS:
- lack of balance
- small weapon variety
- small enemy variety
- gamebreaking visuals
- dull combat
- false sense of difficulty
- Overall lack of content

In the game description the developers promise you challenging and tough gameplay that will test your skills. Well, let's just say, that is not the case. Unless you count an enemy attacking you from underneath water, where it's absolutely invisible - a fair and challenging gameplay. A lot of games nowadays are trying to be hard and challanging and that is respectable. Most of the time in these games, the permadeath is harsh and punishing, but fair and helpful. Not in this game. This game is a very easy game with bullsh*t mechanics to give a false sense of difficulty. What this means is that you are going to roll through this game with ease, but will sometimes still die to some absurd situations. This is a very lazy way to implement difficulty into a game and it gets boring fast.

In this game there are three main classes as in most RPG games - mage, range and melee. There is absolutely no reason to invest your level points into melee or range. The mage class overpowers the other two classes by far and is the most useful. That is just a very poorly thought-out levelling and combat system. What you will do is start with melee, invest your points into magic and health and when you have enough charges saved up on your staves, roll through the rest of the game mindlessly. This game will test your patience rather than anything else.

Also what is up with solid color water tiles? Is it really that hard to lower the opacity of these blocks? In water, the enemies, arrows and items are absolutely invisible. It's such an easy thing to fix, but you can tell the developer just doesn't care.

This game has almost no replayability whatsoever, is way too easy and unfair at the same time, unballanced and overall LACKING. Don't expect any updates soon, the developer doesn't care and seems to have forgotten the game a long time ago. You get very little of what you pay for and there are many way better rogue-lites out there that are cheaper.

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