Playtime:
1020 minutes
I've had to mull it over, but I don't think a negative review for this game is [i]too[/i] harsh, considering the £17 asking price and the fact I haven't really been liking it. I don't think the current negative reviews do a great job articulating the current issues with this game, so I'm writing this having bought it shortly after Major Update #3 (Hazards & Crew) to give some of my impressions and why I don't think it's currently worth it.
[h1]Overview[/h1]
SENTRY is an FPS tower defence. It's a roguelite as well, but that's a far more minor element, runs are relatively short and it's not really about lots of effects stacking- It's more like a minor framing device for the game loop than a focus.
The persistent progression comes mostly through blueprints. If you've found a tower/gun/etc before, you can craft it from scratch in new runs, so you have a large amount of agency over what you want to use if you've found it in a run before.
I saw another review saying this game doesn't know what it wants to be, but at least from my impression, SENTRY clearly leans towards FPS and away from tower defence. The player deals a lot of damage (but can die VERY fast if they can't take cover against certain enemies) and it's very rare that a defence setup can hold back enemies without the player there to manually defend the area.
I'm gonna talk about negatives first, explaining what's holding this back from a recommendation, then end on the positive notes.
[h1]The Problems[/h1]
[list]
[*][b]This game has a tower upgrade system that's persistent within a run, but these upgrades don't branch at all and are boring.[/b] Tower upgrading is so interesting that many TDs derive massive amounts of their identity from it. I'm not expecting Bloons 6 or anything, but the upgrades almost never change the way I intend to use these towers. Eg. The Health Station only increases things like how much the doses heal, how much they restock between waves, restock limit, etc. What if I had to choose between [i]"dosing makes you invincible for 5 seconds"/"Instantly doses an injured player that gets close. 30 second cooldown"[/i] as the final upgrade? That would be, you know, SAUCE, strategy, the thing I am here for. I would want to try both options on separate runs. TD thrives off aspirational play & strategy, this game has neither. Even when a tower has something interesting, it's only one neat upgrade in a sea of "-5% cooldown", "+20% damage".
[*]Enemies move MUCH faster if the player isn't interacting with them. I get why, players don't need to wait for enemies to come to them, but the problem is that [b]you can never plan around enemy movement speeds.[/b] Even if you jump between two entry points nearby every <10 seconds, you'll see some enemies have abused their sprint privilege to sneak past you halfway to the exit. This means, on every map, you are forced to hold wherever the enemy paths converge- Often, at the very end of the map, and you have low incentive to push forward or stop them any earlier. [i](and, I'm filling the endgame door with turrets at the start of EVERY defense because I need something inbetween enemies and the exit when I can't be there)[/i] I would really prefer having a fast forward button instead.
[*]The player dies far too easily. Shotgunner and minigunner enemies will shred you in seconds if you don't have cover to retreat to. (Shotgunners can easily take ~1/3 of your health with almost no warning, and they look like regular soldier enemies. Minigunners you at least see coming, but they're very tanky) Some levels give you an endgame section with cover, and some just don't, and in that case you might be cooked. Falling into a bottomless pit also always instakills you, which I don't think will gel well with the upcoming crew levelling system.
[*]Spaceship choice isn't interesting. Your spaceship at the start of a run dermines some bonuses you get, but they don't encourage you to play differently. Eg. The Medical ship heals you at the end of each wave, and gives you +2 crew at the start of the game. [i](Crew simply act as extra lives. future updates will flesh them out)[/i] Those are alright bonuses, but I'm not gonna be playing any differently compared to any other spaceship. If it was something like "you passively regenerate health at all times", that would encourage me to play differently than I would normally.
[*]The game's just not balanced well in general. Melee comes with no defensive potential, so it's a recipe for an early grave. Items like flashbangs or the stim have such bad default effects that they need several upgrades to be worth using at all. It's pretty easy to identify the best equipment fast and just use that for the rest of the game, and if you try to experiment with the new fun tools you get, you will be punished. So much of this game's gear is simply nonviable compared to "AR goes brrr"
[*]The new Hazards system is also extremely unbalanced. Every enemy encounter adds a Hazard, which is a debuff that usually lasts until the next warp gate [i](=either a half, or a third of a run)[/i] with a few that only last for the specific fight. I have no idea why "permanently remove an upgrade from any equipment you use on this defense" is a persistent hazard instead of a one time one, for example, that's insane. [b]EDIT: This got changed in a recent patch, all Hazards are now one-time.[/b]
[*]Levels are selected in an interesting way; Your ship has 7 maps, with 1 in the center that's always the same, 2 adjacent to it, then those branch into the 4 outer levels. Intruders will attack the outer levels first, and if they successfully destroy a level [i](you can repair levels, but it's costly)[/i] they can move on to the inner level if they breach there, and so on. I think this idea is cool, and sometimes you need get 2 boarders, meaning you can't defend one outer level and are guarenteed to play on an inner level, but at the minute, it unfortunately means [b]there's a ~1/4 chance that you will be playing the exact same level back to back,[/b] maybe with the enemies using different breach points.
[*]Map design feels baffling at many points. Ceiling traps are a rare minority, but many maps go out of their way to make several ceilings can't host them. (Eg. Junction) If two breach points are practically adjacent to each other, I'm not sure why there's two. Blast Doors exist to potentially reroute enemy paths to the exit (or, if you block all paths, delay them by having them destroy the doors) but they're rarely used well- Either they're very OP and can funnel all enemies into one chokepoint, (eg. Junction!) or far more often, just appear right outside the breach point and only serve to pointlessly delay one spawn group for a minute or so.
[*]I think this happened in Update #3, Weapon/Deployable slot buffs used to be persistent but are now run-specific. The problem is that you'll get like two opportunities per run to ever upgrade the capacity, and that means the variety of guns/towers I can use at once is quite low.
[/list]
[h1]The Silver Lining[/h1]
[list]
[*]Shooting feels good, arcadey and satisfying. If SENTRY had been developed as a traditional FPS, I think Fireblade Software would've made a good one.
[*]Enemy animation is also great. Shoot open a window to space, and enemies will grab at the floor as they get steadily sucked out, and you can shoot them to ragdoll them and send them flying out. They also do things like try to dodge your bullets, throw grenades, it's pretty nice and very polished for such a small game.
[*]I really enjoy the game's overall art direction! It's straightforward and economical, and the level deco is top notch.
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I really wish I liked SENTRY more than I do, I don't like ragging on a tiny team like this. But at the minute, it feels like there's some real work that needs doing before the good game in this thing's bones can actually emerge, and on Steam, £17 can get you better games, even off sale.
👍 : 12 |
😃 : 0