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Pecetiouss   Istanbul, Istanbul, Turkey
 
 
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İnceleme Vitrini
Great Potential with a Steep but Rewarding Learning Curve

After playing for four hours, I wrote my initial impressions of the game. However, after spending another four hours and completing the demo multiple times, I decided to rewrite my review to reflect my updated thoughts.

The game has great potential. The gunplay feels satisfying, and the sound design is well-executed. However, the game initially felt a bit rough, which led me to write my first impressions. After spending more time with it, my opinion has changed significantly.

Parry/Counter Mechanic
The counter mechanic is fun but initially felt inconsistent due to bullet travel speeds. In a game focused on movement, dodging, and countering, I often found myself simply walking between AoE attack areas and running towards bosses to counter with my guns. The counter window seemed too short, and the bullet travel time forced me to shoot just before the counter indicator appeared, making it feel more like a guessing game rather than a skill-based mechanic.

However, after multiple runs, I realized that the parry system isn't inherently flawed—it just has a steep learning curve. Once I learned enemy patterns and timing, I managed to defeat most bosses in under two minutes. It turns out that the mechanic is fair, but it requires practice and mastery rather than instinctive reaction.

Boss Fights

  • Minor bosses are manageable, but major bosses were initially difficult to understand. However, learning their patterns made them significantly easier. 

  • The Monolith: A tough fight without movement speed perks. The rage attack is a rocket volley that barely misses, even when dodging.

  • The Sweeper: The tornado attack covers too much of the screen, making it difficult to see other attacks, though it's easier to avoid than the Monolith’s rage attack. 

  • The Special Boss: Initially, I had to spam dodge until the AoE attack happened and then attempt a counter. This only worked about 30% of the time, but after several runs, it became clear that the fight rewards precision and patience.

  • Garrison: There is also another major boss that you can find and fight.

Weapon System
The game starts with two pistols. Before each run, you get one of them along with three perks. The pistols are well-balanced, and neither is objectively superior. I used both extensively, mainly for countering bosses.

However, the other guns—acquired after defeating major bosses—are significantly more powerful. These weapons are the best way to melt a boss’s health bar, making them crucial for late-game encounters.

Weapons also come with random attribute lines that can greatly impact a run. I haven’t played enough to determine exactly what dictates the number of attributes beyond reaching deeper points in a run, but these modifiers can make or break an early-game experience. It’s fun to experiment and find synergies, but some attributes feel less beginner-friendly. A more consistent way to introduce new players to these mechanics could improve the overall experience.

Suggestions for Developers
  • Retune the counter mechanic (or clarify it): The timing isn't inherently bad, but the initial experience can feel frustrating. Perhaps slight UI tweaks could help players understand it better.
  • Tweak boss attack visuals: Reduce visual clutter in certain attacks, such as The Sweeper’s tornado attack, which obscures too much of the screen.
  • Improve QoL for menus: Better UI clarity and functionality would enhance the experience.

Conclusion
After spending more time with the game, I realized it's actually more polished and balanced than my initial impressions suggested. If you enjoy movement-based shooters like Ultrakill, then this game might be perfect for you. The steep learning curve can be intimidating at first, but once mastered, it becomes an extremely rewarding experience. This game is definitely staying on my radar!
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Yorumlar
MasterSlenderTR 17 Eyl 2017 @ 11:00 
:cjstar: ᴵ ᵂᴵˁᴴ ʸᴼᵁ ᴴᴬᵛᴱ ᴬ ᴳᴿᴱᴬᵀ ᵂᴱᴱᴷˑ :cjstar:
MasterSlenderTR 4 Eyl 2017 @ 6:34 
:ReviveIcon::Letter_R::FreebieE3::P:
MasterSlenderTR 21 Ağu 2017 @ 17:21 
:holyshield::holyshield::holyshield::holyshield::holyshield::holyshield::holyshield::holyshield::holyshield:
:holyshield::snowflakes::laser::laser::snowflakes::laser::laser::snowflakes::holyshield:
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:holyshield::holyshield::holyshield::holyshield::holyshield::holyshield::holyshield::holyshield::holyshield:
MasterSlenderTR 30 Haz 2017 @ 14:48 
:puppyspike::puppyspike::pink_en::pink_en::pink_en::pink_en::pink_en::puppyspike::puppyspike:
:puppyspike::pink_en::ShinyHeart::ShinyHeart::pink_en::ShinyHeart::ShinyHeart::pink_en::puppyspike:
:pink_en::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::pink_en:
:pink_en::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::pink_en:
:pink_en::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::pink_en:
:pink_en::pink_en::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::ShinyHeart::pink_en::pink_en:
:puppyspike::pink_en::pink_en::ShinyHeart::ShinyHeart::ShinyHeart::pink_en::pink_en::puppyspike:
:puppyspike::puppyspike::pink_en::pink_en::ShinyHeart::pink_en::pink_en::puppyspike::puppyspike:
MasterSlenderTR 26 Haz 2017 @ 1:41 
:HPBoot:Bayramınızı kutluyor ve iyi bayramlar diliyorum.:HPBoot:
MasterSlenderTR 20 Kas 2016 @ 17:31 
+rep old friend