Veiled Basilisk Reviews

Experience a thrilling ride as you unravel a twisted and branching tale of a science experiment gone wrong in this Sci-fi action FPS game! Early Access version available!
App ID1453350
App TypeGAME
Developers
Publishers Sublimis Games
Categories Single-player
Genres Indie, Action, Adventure, Early Access
Release Date8 Dec, 2020
Platforms Windows
Supported Languages English

Veiled Basilisk
2 Total Reviews
2 Positive Reviews
0 Negative Reviews
Negative Score

Veiled Basilisk has garnered a total of 2 reviews, with 2 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 100 minutes
I played the game for more than an hour. Overall the game is interesting to play. If you can develop the full version with the features you mentioned, it's going to be a killer. Melee should have been there in this build as an alternate option of offence. But still it's ok as I managed to use bullets efficiently and run away to objectives. Routes are tricky to find yet I liked that too. Also I agree with IZER above for every point mentioned. Overall I recommend this game to try on and is worth your money.
👍 : 0 | 😃 : 0
Positive
Playtime: 71 minutes
Edit: Had a significantly longer update typed out, but it did not save for some reason. So here's the short version: The melee option appears to be only an animation that does no damage and grenades also seem to do no damage. Still no in-game option to remap keys or change sound or mouse settings. ADS/crosshair misalignment has been fixed, but the weapon model still blocks too much of the screen, including making it difficult to see inside the actual sights. I had a much easier time evading many enemies, so running speed might have been increased. A flashlight during the night portion would be nice and would add to the survival-horror vibe that portion of the games gives off. Given how long it's been since the update, it is unclear whether the game is still under active development. original review: So I see potential here, but also some things that need work. Here are my thoughts after about a half-hour of gameplay: 1) Instead of text explaining the scenario, it would be good to start in the final release with a (skippable) cutscene that immerses us in the world and shows us what's happening. Maybe the radio call for help play, then we see our character jump, the thrusters fail, and the supplies lost. We then find ourselves on the ground and hear someone over the radio tell us we need to get our supplies before resuming the operation. Obviously, i expect this to be toward the end of the developmental roadmap. 2) Building on 1, maybe place simple explainers on the screen as we start moving around. Possibly triggered as we approach points on the map requiring us to crouch, jump, etc. The premise of the game reminds me of the start of Crysis, and I think that or The Outer Worlds serves as a good example of how to introduce the player to the controls while immediately dropping into gameplay 3) controls will need to be able to be remapped. I like to use Mouse4 for grenades and mswheelup to reload in games and was a bit disappointed to see controls cannot be remapped in the current build. Hopefully, this is included in the roadmap. Mouse sensitivity also needs to be adjustable, as well as music and sfx volume 4) On the subject of SFX, footsteps and ambient sounds (like the occasional bird or insect) would make the game much more immersive. Similarly, sounds will need to be sourced for the hostiles (like roars for the zombie things and howls for the dogs?). It would also be nice to be able to listen for enemies in the distance to judge where potential threats might be and inform movement. 5) when using ADS the rear sight blocks too much of the picture and the crosshairs and the ADS sights are not aligned (the red crosshair is above the post), making it confusing as to which I should be using to aim and difficult to see much at all. Some adjustments to this model would be appreciated. 6)With no health bars for enemies or other form of feedback,it's sometimes unclear easier to understand whether I am hitting the target. It is not clear whether the rifle has limited range and/or bullet spread. 7) If I run out of ammo, I should be able to select fists (or a knife) for melee attack. Being able to buttstroke with the rifle would also be good. It was frustrating waiting for a dog to kill me because I had no way of attacking. This eventually led me to cease gameplay after dying multiple times with no recourse while searching for ammo. Melee combat might result in taking significant damage and make progressing difficult without ammo, but not having a melee option effectively made progress impossible and is quite discouraging. I never did find more ammo before running out, and once I was out of ammo, there was nothing I could really do since I can't reliably run past all enemies and I have no melee attack. This was my greatest source of frustration. 8) a map on the hud that starts obscured and is slowly revealed as I explore would be a nice way to make it easier to keep track of where I've been while not giving too much information. I'm not sure what direction I was expected to go (follow the gully, mabe?) but I quickly got lost. Being able to see on the hud where there is unexplored territory would help guide the player without giving too much information. 9) Invisible walls break the immersion, IMO. In places where the map ends, it might be nice to place rocks so it doesn't feel like I reached the end of the game map, but merely a diegetic obstacle. At one point I had an invisible wall in front of me and was looking forward at the skybox. 10) I understand the reasoning behind reloading a full clip at once. It is more realistic, to be sure. However, anyone who plays FPS games is used to reloading between engagements so as to not enter the next fight with a third of a magazine. The current reload mechanic punished this rather hard. I would like to see the next update switch to the 'one round clip' style of reloading that most other games have adopted for gameplay reasons. As is, the game doesn't have me super eager to jump back in. The biggest issue for me is definitely the lack of a melee attack, for the reasons stated above. Changing that alone would make it possible to continue searching for ammo and press forward, even with significant difficulty, and greatly enhance the game, in my opinion. I personally feel this should be prioritized for the next update. Seeing release notes on the next update saying this has been added would get me back in the game and trying to progress further. Again, I do see a lot of potential here. The plot could go a number of directions and the overall map design feels like it's been thought out and makes sense. The environmental graphics are very serviceable. My primary frustrations are the lack of melee attack, the issues with the weapon model when aiming down sights, and the current lack of an option to remap or adjust controls. These issues are detrimental to the core gameplay and are at present preventing me from exploring the story and seeing everything else the current build has to offer. I look forward to the next update and hopefully seeing these issues addressed so I can really see what this game has to offer.
👍 : 3 | 😃 : 0
Positive
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