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Recent reviews by Sei

Showing 1-8 of 8 entries
2 people found this review helpful
1
83.8 hrs on record
game is fun

game has some bs (void spiders, illusionists, lightning custodians, mesmerizers, void spiders, ice spiders, flying abyss, sonic turrets, void spiders, void spiders)

and some other annoying things (health gate on strikers, challenges that just aren't fun, especially on nightmare [redline, for example, is awful because the weapon it wants you to use is not fun to use], certain combinations of enemies that feel unfair [enemies in front of a void aegis, deadeyes in the same room as multiple flying abyss enemies, some rooms in a certain challenge that feature a ridiculous amount of illusionists, and the potential uniform chaos room of only void spiders. basically an instant loss.]

i enjoyed 100%ing the game, but not without tons and tons of frustration. some of the challenges on expert and nightmare felt impossible without very good rng, and even then you'd have to play almost perfectly to get it done. there were multiple challenges that were pretty easy up until a problem room near the end that would kill many runs if you made even one mistake.

in most circumstances, the hidden blade perk makes the game trivial, and yet, some nightmare challenges are so hard or frustrating that it felt like they couldn't be beat without it. redline in particular was so mind-numbing that neither me nor my partner could be bothered to even try to use the weapon, opting instead to both use secondary weapon builds, one proc, and one close range/hidden blade.

the iron squires are also insanely powerful. it feels like getting them is almost always an instant win, even if you don't have a single proc item to your name. its downside of a wider spread is effectively unnoticeable when it's the second fastest firing weapon in the game and effectively every shot procs something that just obliterates the entire room. not to mention the fact that even if the spread gets bad, the reload is really fast too, so resetting it is no problem. and in a similar vein, the reason why the plasma cycler is so unfun to use is because the downside is just so brutal. missing just 10% of the magazine will have you firing at less than half its original speed, and with how fast it fires and how middling the spread is, you are going to miss plenty of shots, not to mention how long the reload is too.

the run variety can be a little disappointing, as the augments don't change as much as they could, and some augments are just 10x better than others. most of the augments don't have anything inherently unique or interesting to them. short range weakpoint makes all close range hits, including barrels, melee, and grenades (and maybe procs too, im not sure) do weakpoint damage, which is interesting and fun, but there's no other specific augments that do something like that. there's also some problems with synergies and just the way the augments work with items that you'd think would be good with them. for example, ammo augments can be really powerful, and you'd think ammo-based items, superior items, and synergies would work well with them, but no. since you only get the full benefit of the augments when you are down 25-50 bullets in the mag, anything that gives you ammo back is just making the build worse because it sends you above that threshold, and many of the ammo augment synergies require you to get these ammo refund items, which have negative synergy with the augments themselves, and that leads to one more problem i have with synergies, and that's that half of the items they want just have nothing to do with the synergy or augment/perk itself. you're telling me that plastic wand and targeting goggles don't contribute to all crit augment synergies, and ballistic helmet doesnt contribute to all weakpoint synergies, but blast enhancer, the grenade damage item, contributes to fracture chain? the synergy that has nothing to do with grenades at all?
it's also worth mentioning that since ammo augments are based on the amount of ammo remaining instead of the percent of ammo remaining, most weapons in the game just arent at all viable with the builds. yeah, using snipers for short range builds may be counterintuative, but nothing is stopping you from using snipers close range. youre not going to get much use out of an ammo augment if you want to run anything with low base ammo, no matter what you do in most cases.

this game also has some problematic bugs. one time in the beginning of the game, i just outright died the moment i walked through a stealth door. if i was solo, this would've just ended my run. several times throughout the game, i had the game just randomly disable p2p, kicking my partner out and not letting them rejoin, thus voiding the run entirely. this happened halfway through a 50 wave run, btw. there was also a time where an enemy got stuck outside the map, and the only way we could deal with it was by bashing our head into the ceiling for 20 minutes until a piece of damage glitched through the wall to kill it.

last random notes: music is decent, but gets repetitive very quickly. enemy designs are visually interesting but don't stand out very much; i have to play on low graphics and it can be very hard to tell out enemies from the background most of the time. gun variety can also be a bit disappointing. for example, as of zone 3 there's only 1 primary shotgun and 2 secondary shotguns. there's pretty much only 1 or 2 proper close range primaries, so if you want to run a short range build youre almost exclusively limited to secondaries. there's also only 1 non-exotic "heavy" weapon, that being the hellstorm. i'd really like to see some rocket launchers, grenade launchers, railguns, laser beam weapons, other projectile weapons or something else unique.

i like this game, and i recommend playing it. i don't regret the time i spent with it, even the time i spent 100%ing it, though i would not recommend doing so yourself. and i'd be lying if i said the game didn't have plenty of issues. this game can be so much better, and i feel like the devs have the potential to make it happen. hopefully zone 4 will bring some much needed fixes and balance changes, and hopefully some fresh gameplay too.
Posted 7 December, 2025.
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No one has rated this review as helpful yet
29.6 hrs on record
ralsei :3
Posted 24 November, 2025.
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No one has rated this review as helpful yet
28.8 hrs on record (17.7 hrs at review time)
:3


Need I say more?
Posted 24 August, 2022.
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No one has rated this review as helpful yet
239.3 hrs on record (8.3 hrs at review time)
monkey make bloons go pop
Posted 19 January, 2021.
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No one has rated this review as helpful yet
527.8 hrs on record (6.5 hrs at review time)
good
Posted 6 September, 2020.
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No one has rated this review as helpful yet
2.5 hrs on record (0.5 hrs at review time)
Early Access Review
First off, let me say that this is a perfect game for someone, like me, that often wants to be with their thoughts and just needs something to do subconsciously to keep them occupied. This game looks pretty good, has a decent amount of customization options, and the cars feel great to control. Of course there are a few negative things, such as a lack of certain options like SFX volume control, no way to check out how upgrades (like wheels) look before buying them, no confirmations when buying things, and other small gripes. I'm sure these issues will be addressed before the game's full release, as it is currently in early access, so I wouldn't worry about them too much. In conclusion, this game is well designed, it has great music and levels, and it is 100% worth the small cost (even though it was gifted to me by an old friend of mine). I look excitedly forward to seeing how this game develops in the future!
Posted 4 May, 2020.
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No one has rated this review as helpful yet
1 person found this review funny
659.0 hrs on record (335.4 hrs at review time)
it's good
Posted 16 February, 2020.
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No one has rated this review as helpful yet
6,477.6 hrs on record (2,304.0 hrs at review time)
sometimes good
Posted 23 March, 2016. Last edited 25 November, 2020.
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Showing 1-8 of 8 entries