Spielzeit:
1612 Minuten
Been a fun game so far.
Will have to play quite a bit more to get an idea about all the details, but so far its been all more or less good and enjoyable.
SOUND:
The music is perfectly fine.
Lots of relaxing oldschool RPG tunes etc.
The usual sliders for master/music/sounds and also a seperate "Item Pickup SFX" switch.
Theres even a switch for what the devs refer to as "Exciting Music" and "Mellow Music".
While id clearly assume, that this is a setting supposed to offer both a more fast paced/relaxed
soundtrack, i wasnt able to actually notice much of a difference so far.
(will update as i play some more)
CONTROLS:
No problems so far.
UI/SETTINGS:
Seems pretty good so far.
Theres a dozen more or less usefull genre specific settings such as: Low HP Overlay / Player Particles /
FPS Counter / DMG Counter / Highlight Cursor / Player Blood (splatter FX) etc.
Theres obv. a few more to complete the dozen, but those are the things i more or less expect to see in every game in this genre for QoL.
You can also set a "Mouse Movement" mode, or "Gamepad Aim" for your prefered way of input.
And theres some very game specific settings too.
And finally a "Skill Opacity" slider.
(Need to check out the difference between this and the before mentioned player particles switch)
In comparsion to the rest of the genre id rate this as a solid average to good menue.
Certainly not bad, sadly not outstanding either.
SKILLS:
It seems as if you can have up to 20 weapons + 20 "items" that give all kinds of non weapon specific boosts.
Be careful not to just fill all slots asap, or you might find yourself unable to max out as much as 1 single weapon by the time it would come in handy.
Theres no need to combine specific weapon+item combos to evolve weapons.
Thanks to the devs for that.
Instead you level up weapons from lv1-9, already gaining some pretty strong upgrades in comparsion to many other titles in the genre.
And your lv 10 upgrade will be a special one.
Theres plenty of things that are quite impactful, which i really enjoy.
You could have a skill that starts with a single small orb moving slowly in a circle around your player.
And in the end its a dozen or more far larger, faster harder hitting orbs with 100% uptime/no CDs.
Plus an additional set that rotates the other way just for good measurement.
And then you get a bunch of "artifacts" (yet another type of strong skill specific modifiers) from chests.
I was also able to stack 3-4 of my beloved damage auras on top of each other.
And then add some screenfilling nuke, some rotating laserbeams, a bunch of fire and forget homing projectile skills and what not.
It really felt quite nice and "playerfriendly" so far.
I had a feeling that some games were trying to not let me have TOO much fun far too often in this genre sadly.
Kinda as if they were working against me.
Except we arnt in an arcade hall, and a bulletHEAVEN imo should offer an at least a semi relaxing gameplay experience.
GFX:
The usual 2D pixelart i always prefer in these games.
The chars, monsters and effects mostly seem pretty fine to me so far.
The maps sadly dont look too spectacular, and i wouldnt mind a few more details personally.
Nothing too fancy really, just some more basic things like bushes/trees, rocks etc.
For all i care maybe even a FEW things that work as obstacles you have to move around.
Same for "interactable objects" across the maps.
So far ive only seen pots, and the next thing i knew was a "warning" in a loading screen or such, telling me how they dont respawn, and since there could be HP drops inside, i should plan carefully ahead about when to break them...
This actually left me unsure wether to laugh or cry, but bc it happened to be april 1st, i thought maybe they were just trying to fool people...
So again, id really think that even just a FEW more different types of these breakable loot containers would really make things far more enjoyable aswell.
PROGRESS:
Seems pretty good so far. Not too little i THINK, nothing too weird, pretty straight forward.
There are quite a few things to unlock and upgrade here or at least so it seems to me at this early point.
So far i came across the following:
-Unlockable characters: Starting with 1-3 theres a total of 9 playable characters (will update starting # )
-Sub-classes: Get 1 extra reroll per lv, double your DMG but have no regen, turn all DMG into DoT, and so on.
-Maps: SO far im only aware of 4 maps. But those come with different modes, lots of custom settings etc.
(Theres also special challenges, but i cant say the 1st thing about these yet)
Meta: It seems as if theres not just one but TWO more or less identical upgrade sections consisting of the
usual bonus stats. You know the drill, its loads of CD, DMG, HP, XP... related stat boosters.
One upgrade windows perks are paid for in gold which is our most common currenncy.
The other requires one of the games harder to earn types of "premium" currency (100%NO P2W^^)
These other types of money simply drop only when completing certain goals.
Unlike gold dropping on a regular basis in between your xp gems.
(Might update once i find out every last option and detail)
Pets: Ill put these next, bc they still affect your player and your actual runs.
So yeah, you get to chose 1 active pet out of a pool of 5.
(Im kinda missing a dog here :steamsadface: )
But not only do they actually fight instead of just you know, looking cute, and just BEING there.
They actually come with their own skilltree which does include even more buffs to the player char.
Pretty much makes this your characters 3rd skilltree.
Couple more and we can start a game of jenga with our skilltrees.
And just like the chars/classes, the pets each have their own individual focus, and come with 3
unlockable tiers of upgrades. (You need to buy so many lv 1 stuff before you can buy lv 2 etc.)
Upgrades to their DMG, the pets having special attacks, adding player stat boosts etc. is quite nice imo.
Its just like in "scatlet tower" or such.
While my char might be fully upgraded, and im unable to do much about it, this provides players with an additional layer of things to simply change.
And thats FREELY change depending on factors like your current char with all his individual stats.
Skills you plan to hopefully use unless RNG aint on your side,
The map incl. possible modifiers and difficulty.
While its certainly not always the case, let alone in every game in this genre that offers active pets,
this often offers enough of variety and just that little bit of extra whatever that i was missing.)
Will update as i keep playing
👍 : 1 |
😃 : 0