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Recent reviews by Halostar

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No one has rated this review as helpful yet
534.0 hrs on record (244.0 hrs at review time)
Game of the Year material right here.

-Gameplay that will leave you wanting more.

-Community that will leave you proud to be apart of.

-Developers that break the mold and support the players, even against large corporate publishers.
Posted 6 May, 2024.
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No one has rated this review as helpful yet
2.0 hrs on record
Early Access Review
My short time with this game as of this review; The game has potential. It makes me think of a FPS version of FTL, if you only had 1 crew member. The difficulty spikes quickly (I have not completed one full run nor have i escaped a sector outside the tutorial.) The starting equipment is mostly ok, but defences and scrap dont persist between rounds. Enemies can snowball out of control fast, You can burn through ammo fast and HP is a constant worry, so having to abandon your position in the middle of a fire fight because you need ammo or because your HP runs low can cause a cascade that can kill a run. Maps are also a maze, Finding good choke points to hold the line isnt easy along the defence lines that exist and trying to find all the locations of the Health and Ammo stations is hard. When your out of ammo and your being chased by a mob, not knowing where the resupply areas are makes survival difficult and some maps you have to run across the map (sometimes through enemy lines) just to reach a health station.

Some things I would personally recommend based on what i have seen so far:
Difficulty Selection- Having the ability to choose a difficulty for your runs can help players gain a better understanding of the mechanics, level layout, gather equipment for later runs, and the ability to develop tactics, making future runs more easier and fun (and at higher difficulty).

Resupply and Map Visibility- Being able to know where all the Health and Ammo stations are and a map layout would be helpful (a Mini map that shows the locations of the stations, entry points and attack paths would be a helpful addition)

Player Armor and Higher Ammo capacity- Giving the player access to armor or higher ammo capacity would allow for longer hold outs and would reduce the chance of having to resupply in the middle of a wave.

Map Persistence- Damage already persists between encounters, however scrap and fortifications don't. Having it so that fortifications and scrap can persist on a map as long as the enemy doesn't overwhelm the sub level would make it easier to hold back harder waves and would increase the strategy of a multi front attack (having to pick between defending a fresh subsystem and losing previous fortifications or holding the line at the defense line you have built up)

Overall, for a game that is in Early Access like this. It has strong potential. Right now, it is rough around the edges, but i like the premise as an FTL style FPS Tower Defense.

I would recommend this to anyone that likes Tower Defense games, and those that would like the idea of an First Person FTL.
Posted 27 March, 2024.
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1 person found this review helpful
2,155.0 hrs on record (1,377.6 hrs at review time)
Do you remember when you picked up your first FPS game and expected to jump into a war with massive fights with tanks, aircraft and everything in between, only to be let down with the small fights and simple objective based gameplay?

Pick up Planetside 2.

While this game does have small fights, it also has the large ones. You can get into a massive all out fight with tanks, aircraft and on foot.

You want to live your FPS dream? Its right here.

Go ahead, live it. Its Free.
Posted 14 February, 2020.
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Showing 1-3 of 3 entries