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4.2 óra a nyilvántartásban (1.1 óra az értékeléskor)
Korai hozzáférési értékelés
FINAL EDIT:

I was wrong. This game has a lot of depth and challenge and takes a different mindset than VS. A worthy family member with interesting mechanics that seems to be getting the polish that VS needed when it started as well.

I wrote a negative review below that I think still has good ideas, but I saw myself coming back to the game again and again, each time trying out new things and finding different grooves.

With time this game seems like it will be something. Give it a chance.

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Honestly, I think we all know why we're here: Scratching the Vampire Survivor's itch.

This game is similar, yes, but the ways in which it isn't really highlight how great VS and how much work this needs.

The biggest issues that I found were:

1. The number of skills. I appreciate the large number of different weapons and passives, the issue with them is that there is no way to really have a "Build". You find a skill that is working well for you and you hope that you get an upgrades to it quickly, but that rarely happens because there are so many skills, often leading you to dispersed builds that cannot deal focused damage and lead to dying.

2. Essential Skills. Because of the number of skills and the inability to focus one branch you end up finding that for every run you need two key skills, the 10% experience buff and the 10% damage buff. These counter the number of skills and not being able to focus by giving you chances to get skills more often by leveling, but since there are so many you're often still left in a lurch.

3. Movement speed. Your characters are glacially slow, and one of the main ways of increasing difficulty in later waves is increasing enemy speed. The enemies get faster and faster. This ties back into the Essential Skills by making movement speed increase a required early mid game skill.

4. Enemy Health. As you try and cobble together a build during a run by five minutes in you know how hard the game is going to be depending on your skills because enemy health begins becoming outrageous. It scales quickly requiring the Essential Skills, especially damage increase to make your run viable. This leads to the experience desert where you are never leveled adequately and hoping to skim the edges of the ever growing horde you're kiting to pick one or two gems. Even on my most successful run I was essentially unable to kill creatures reliably by the 25 minute mark and the horde size and movement speed of the enemies made skimming any gems non viable.

5. Crystal Chests. How? Just how? I noticed I got a skull drop that opened a crystal chest. Is that's what is needed? If so, then why not make a marker that shows when they're dropped, especially if it is tied to a specific monster you killed, considering the amount of the map you are covering while kiting for you life. If they're rare then why make them required for progression? If the chests are opened by damage then, wow, that ties back into EVERY other issue stated because you're constantly under-powered, hounded by enemies, and unable to focus damage.

This game has interesting ideas but feels unbalanced in a way that VS never did. VS is hard, I dislike the opening forest level because I think it suffers from a mild experience desert when the first boss shows up, but still viable builds can be aimed for and you can adjust on the fly to keep yourself alive and dangerous. In this game you never feel powerful, you don't even feel comparable to the monsters chasing you. You feel hounded and out of time.

Is it worth 3 dollars? Sure.

Is it worth 3 dollars in the same way Vampire Survivors is? No. Not even close.

Hopefully it has the same growth as Vampire Survivors and later patches make it a little more balanced and fun.

********
EDIT

I have played more and been more successful but still have the same qualms.

CHESTS: The chests do seem to be damage based, but they're another issue unto themselves because they give you relics that enhance skills, but the relics usually aren't related to any skill that you currently have forcing you to shift focus if you want them, but the benefit they provide is not commensurate with shifting, so you spend time focusing on chests only to get items that won't help you outright.

BUILDS: I do really want to praise the re-roll mechanic for the game. It tries to deal with the issue of number of attacks and skills, but more often than not I felt forced to choose the first good roll I got so that I could hopefully get the essential skills that I mentioned earlier.

I think the best way to describe the feeling I got winning my first round as, "Winning in spite of my choices, not because of them." I never felt like my 'build' came together or synergized, really, but that I just was forced to commit on what would give me immediately more damage. There wasn't strategy to picking because I didn't have the time to grow a certain path in case I fell into the "experience desert" and wouldn't get the chance to get a new skill. Instead I focused on good passives and picked one extra attack. I only branched out from that to see if the relics I picked up made the new attacks worth it and they did not seem to. I was left with relics that forced me to spend upgrades to try but then weren't worth losing that upgrade.

I would like to reiterate: This game is worth the price but I think VS is more satisfying currently. I think there are cool ideas here that give it a different feeling that VS while being the the same genre, but they haven't solidified well yet.
Közzétéve: 2022. május 7. Legutóbb szerkesztve: 2022. május 8.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
 
Egy fejlesztő 2022. máj. 8., 6:41 dátummal válaszolt. (válasz megnézése)
1 személy találta hasznosnak ezt az értékelést
15.3 óra a nyilvántartásban (6.5 óra az értékeléskor)
Metal slug with all your favorate over the top heroes from every action movie ever. What is not to love?
Közzétéve: 2015. október 22.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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