Playtime:
6690 minutes
1 of Many (see comments)
The game has a great concept that really clicked with me when I found out about it. Having the "Evolution" choices visually represented on your character is incredibly fun! I do wish I could sometimes choose how the odd Evo looks on the character. For example, the "Wings" "Branching Evolution" will look different depending on your current affinity values, and is chosen based on your highest affinity (from what I can surmise); this is extremely cool, obviously, though I do wish I could choose the "Imposing" affinity wing style usually (and/or ban whichever is the butterfly wings, I think "Gregarious" affinity but I could be wrong).
I also think this game concept could be turned into an incredible long form survival game (even a 3d one a la Spore but better), *cough* hint, hint *cough*. It's got legs, even when Darwin doesn't! ...moving on...
While I really love & enjoy the game, I cannot recommend it in its current state. Don't get me wrong, you could buy it, have fun, and enjoy your time playing; play long enough though and you'll come to notice its flaws and potentially, as I have, become frustrated with them. Currently there are too many issues that make the game feel non-fun and unfairly weighted for me to recommend the game. There's also a lack of variety in builds that becomes noticeable after awhile. Don't get me wrong there is some variety but not much.
Addressing All Bosses:
· "Aquaconda" gets bullied unless you have taken no Branching Evolutions with "Terrain Adaption".
· "Clawdia" can overwhelm you with her children and webs, as they don't seem to have a reasonable spawn limit, causing you to be unable to move. Her children also do not drop food on death. Which makes this fight feel exceedingly unfair as she gets unlimited backup and you get stuck in place with nary a heal.
· "Crabtuar" is a similar story to Shellephant, without extra speed the only way to effectively survive is to kite her around a tree. If you don't, her horn attack will most assuredly hit you as the timeframe to avoid it is very short. If you can dodge at the exact right moment and right direction (as it will do a mini charge if you just dash straight away from it) it will miss but if your dodge is on cooldown then you have to hope you're fast enough to move to the side in the small window.
· "Krabaroo" gets bullied more often than not. Only issue I have with him is at times his jump and slam attacks visual damage zone seems to be smaller than the actual damage zone, but that could just be bad positioning luck.
· "Krabken" can overwhelm you with all his allies being spawned making movement difficult (see first normal enemy point below) while at the same making it extremely difficult to actually see where you are if you end up beside or behind him unless you have gone for a plus size build. Add on the Tentacles he spawns and the meteors that spawn faster and faster and it becomes a visual nightmare. Also, the allies he spawns have all their attacks available to them; so, you can get stun-locked by Spiderfrogs or Spitfish++ traps in the middle of the boss fight and be promptly, unceremoniously, killed. For a boss fight where the player needs to keep moving to survive even more than others there are far too many ways your movement is specifically prevented.
· "Shellephant" requires you to kite her around a tree in order to not get hit by her roll, you can ~at times~ time a dodge perfectly to avoid it. The trunk attack, which swings twice, is also most likely to hit you at least once. As, if you have to dodge the first, chances are the second ~will~ hit you and vice versa. So, the overall boss fight is just kiting her around a tree if you don't want to die, or if you're lucky you gained enough speed to be able to avoid her without it, ex she was your third boss and you have wings + legs, wings + slither/tentacles, or slither + tentacles.
Addressing Normal Enemies:
· All enemies (bosses included) can block & prevent your movement. Dodging can sometimes get you through, but it depends on the dodge type and pure luck. But enemies can push past you and push you around (in the literal sense). While you cannot do the same back.
· "Beewares" can overwhelm you if you're on any terrain other than grass if you have no speed upgrades. It's technically possible to circle kite them on other terrains before speed upgrades but the majority of the success rate is luck on their attack timing.
· "Blobfish". Poor Blobfish, they could use another prey counterpart that gets bullied too. They're all alone right now since HatBirbs just hide forever & get allies and SnowHares run away at lightning speed.
· "Crabbybara" are hypocrites.
· "HatBirbs" can stay in burrows forever. Which means, not only do they become immune from all harm, but they also prevent you from using an otherwise functional burrow forever. Unless they deign to come out of the burrow because sometimes, they feel like it or they're hungry, but don't hold your breath.
· "Pantthers" will aggro on you before anything else and rush you, sometimes 3+ at a time. Just beat a difficult boss and survived by the skin of your teeth? Have 3 Pantther++'s running straight at you from 3 different directions past every other newly spawned animal, while the other animals around them aggro to each other as well as they should. Also, their speed is broken, I don't know what "Super Legendary" version of the "Sprint" Dash they have on top of there already high move speed but they're impossible to catch 90% of the time once fleeing, making fighting them & their alpha versions pointless and incredibly deadly unless you can kill them before they decide to turn into The Flash & never be seen again. For such a high damage dealing and fast enemy they have far too much health, it is as if they were meant to be glass cannons, but the developers decided to give them strong health anyway. Also, no, making them un-willing to go into water doesn't negate any of their BS.
· "Pilferrets" can hide in burrows for a hilariously long time "eating" a piece of food they grab and run away with. They seem to be immune to damage as soon as they start the "enter the burrow" animation. Meaning, if you had one more hit to kill them and they get to the burrow you are better off forgetting about that Pilferret in most cases.
· "SandSharks" attack damage zones are hard to see against the sand biome (hope this isn't how I find out I'm colour-blind lol) and their attacks happen too a bit too quick to be avoidable in my experience; if you are in the attack damage zone when it appears chances are you're taking that damage. Though, part or much of that could be caused by the aforementioned visibility difficulties.
· "SnowHares" are also impossible to catch unless you can one-shot them, making their existence in the game almost pointless as you'll rarely interact with them. They do give a decent ally bonus (if you can get them) at least.
· "Spineapple" are adorable.
· "Spitfish", specifically the + & ++ varieties', headbutt attack can be hard to avoid but it's not as bad as the Sandshark for comparison ~as the attacks seem to function similar~. The Spear Stab/Swipe attack of the ++ variety is extremely annoying to try and avoid though and its speed doesn't help. They seem to also be able to lay traps that stun you, I am unclear on how to spot them visually. Which at the game-stage they appear it can be particularly frustrating if not, at a minimum, rude; especially during the Krabken boss fight.
· "SpiderFrogs" tongue attack stuns you, this is only really bad during the Krabken boss fight where he can spawn multiple as allies, thereby potentially stun-locking you. I would also like their tongue attack as an attack option for the player; the closest we get is "Spit" but it's a different move shared with Spitfish & Aquaconda and lacks the stun functionality.
Continued, 1 of Many (comments)
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