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Recent reviews by redlime <3

Showing 1-7 of 7 entries
No one has rated this review as helpful yet
57.0 hrs on record (55.4 hrs at review time)
This is a very good roguelike that i hope doesn't see many changes now that its being developed my Gearbox
Posted 23 November, 2022.
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No one has rated this review as helpful yet
1 person found this review funny
2,832.9 hrs on record (1,184.3 hrs at review time)
I complain about this game daily. its aight.
Posted 26 May, 2021.
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No one has rated this review as helpful yet
6.7 hrs on record (5.0 hrs at review time)
Highly recommend this game to people who enjoy movement shooters, especially if they’re looking for something to play with for a week or so. The game is really fun to play, the controls feel really responsive and a lot of the weapon combinations are really fun to play with. The sound design for the guns is actually great, the minigun in particular is fun for that reason alone. The soundtrack is pretty good and fits the theme pretty well overall. I haven’t experienced many bugs playing the game either. And lastly, the game is 100% free, there's no microtransactions or special editions or paywalls to be seen.I do have some issues with the game, but they definitely do not outweigh the positives.


My issues with this game mostly stem from the lack of variety and content that it really has to offer. It's certainly forgivable given that this looks like its a college final project, I can’t imagine the devs had too much time to make this. Regardless, the game suffers from the fact that after 10 levels you will have seen every enemy type and weapon type that the game has to offer. There’s only eight gun types, maybe ten different enemies if I’m being generous, three to five music tracks, and about six or seven combat arenas (though almost half of them are variations of each other). All that said, I would like to note that there might be new stuff after level 17ish (which is the farthest I’ve gotten), but since there was nothing new between level 10ish and level 17 I doubt that there is.
That brings me to the pacing issue: The game is simply paced too fast. It introduces a new weapon and enemy type every other round starting from level 3 and since there are only 8 weapons in the game, three of which are available level 1, I ended up seeing all the different weapons in my first run. As for enemies, starting level 2 or 3 (I don’t remember exactly), a new type will show up every round until the large, more-humanoid, bots show up sometime around level 10. I don’t particularly mind the fast pacing of content, I think the game would benefit from spacing out the new weapons a little bit more, perhaps keeping the starting 3 as they are and then adding another at levels 3, 5, 10, 15 and 20 for the remaining weapons. And definitely spacing out the enemy types more. After the charging, projectile and spider bots come out in the first three levels, I think a new enemy or enemy variant should show up after every other level, like the weapons are now. All-in-all though, despite me spending a whole paragraph on it, the pacing isn’t a big deal in the grand scheme of the game, since most of the replay value comes from the gameplay, score-chasing, and cool gun combinations.
As much as I like the high-speed, adrenaline pumping gameplay, I do wish there were more options for the player than just shooting and dashing, jumping and wall-running around like a monkey on cocaine. While I like the run-and-gun focus of the game and don’t want to change that, I think that the player could benefit from a special ability such as a shockwave and/or throwables like grenades, tripmines or whatever. As it is the options for the player are effective, fun and polished, but there's literally only two of them.
The health and healing system is very frustrating and exceedingly tedious. First of all, the range of health pickups is annoyingly small, since there is literally no downside to healing, it would be very pleasant not to have to stand on the one pixel that the pickup is on so I can more easily pick them up while dodging projectiles. Often I find myself trying to lure enemies away from the health pickup so I can take a second to properly pick them up, which breaks the flow of gameplay and ends up being quite tedious, tedium being a theme for the health system in general.
Another frustrating aspect about the health system is how pickups spawn. They will only start spawning once you start losing health and the lower your health is, the more will spawn. While this system of health spawns sounds good on paper, there are a few major issues with it. Firstly, since enemies only pose a threat in groups, more often than not you will get cornered and lose about 70-90% of your health in one second before you are able to escape, meaning that health pickups are going to spawn all the time for you until you get back to 100%. This alone wouldn’t be an issue except for two things:
1. Health spawns take the place of weapon spawns.
2. Since you have to basically be on top of the health pickup to actually pick it up, the chances of you nabbing enough health pickups to get back to decent health in the middle of battle is pretty low. You will likely have to wait till there's very few enemies left to pick it up.
Meaning, it is very easy to get bursted down to like 10% of your health early on in a room, then only have a chance to regain that health once you have completed it, leaving you with little to no new weapons going into the next room. So you can, and I have, been stuck with two of the infinite ammo peashooters with more than 20 tanky enemies left in a room. The room took me nearly 10 minutes to complete since the weapon does next to no damage, especially in later levels.
But frankly, those are my wider issues with the game. Boiled down, all I really want is more content to play with (and also for the healing system to be better). I do have some other issues but those are really just nitpicks.
Nitpicks:


- The combat arenas overall are pretty weak. One of them is unargueably bad, two are functional, but not that good, another is fine but boring and only one with three variants is pretty good, if easy to cheese your way through. They tend toward the blander side and also for whatever reason also tend to be way too small, only the map with three variants feels like the appropriate size for the game.
- A lot of weapon combinations feel the exact same to use or are completely redundant, making the 30 million advertised weapon combinations feel closer to a thousand.
There's no way to see what modifications do exactly (a system where once you picked up a modification it would show up in a little gallery where you could see what it did would be nice)
- No co-op

But again, this game is definitely still worth checking out. The fun gameplay, lack of bugs and the fact it's literally free far outweigh my problems with the lack of content.
Posted 17 May, 2021.
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No one has rated this review as helpful yet
311.2 hrs on record (190.1 hrs at review time)
workshop was the best thing to ever happen to this game
Posted 9 January, 2021.
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No one has rated this review as helpful yet
110.4 hrs on record (30.6 hrs at review time)
Early Access Review
Fun as hell, wish online matchmaking had any activity
Posted 2 June, 2020.
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29 people found this review helpful
101 people found this review funny
2,342.9 hrs on record (2,220.3 hrs at review time)
played it a bit, its pretty fun
Posted 16 January, 2020.
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2 people found this review helpful
49.8 hrs on record (6.1 hrs at review time)
Look good
Posted 3 December, 2019.
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Showing 1-7 of 7 entries