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It pains me a bit to give this game a negative review, but I unfortunately can't recommend it in good conscience.
The game is very pretty and when it works right, it's very fun. However more often than not the game's super glitchy. In the 45 minutes I played the game, I fell or dashed through the floor 14 times, had the dash fail to trigger for whatever reason 8 times, had the wallrun not function (leading to me falling to death) 18 times, had enemies get stuck in terrain (softlocking the game) 2 times, and had one flying enemy glitch out and rapidly spin into the sunset (softlocking the game). It's possible a handful of these things might be user error in some cases (i.e. wallrun and dash) but most of the instances definitely aren't. Furthermore, the grappling hook rarely targets what I'm trying to and it's not uncommon for it to attach to something and do nothing at all.
Overall, it feels like more of the gameplay is glitchy than functional, which makes me quite sad cause when this game does work it feels delightful.
For prospective players, I'd recommend staying away until the dev fixes the issues. This looks to likely be a project of passion, but I'm hopeful the game can be cleaned up to reveal the gem beneath.
For the dev, here are my following recommendations:
* Really focus on cleaning up the glitches. Prioritize (in this order) a button to reset an encounter (to quickly reset when softlocks happen), falling/dashing through terrain, protections against enemies softlocking progression by ending up out of bounds, grappling being unreliable, then the player being locked out of dash for periods of time sometimes, then wallruns not working sometimes, then projectiles spawning and moving erratically and out of alignment from where they should, then finally try and deal with the root issues of enemies getting to inaccessible locations leading to the player being softlocked.
* Speed up all grapple interactions, most notably: Grapple deploy speed should be nearly instant, walls and floors spawned by grappling nodes should spawn nearly instantly (as an initial estimate, I'd say no longer than 0.3 seconds after pressing the button given the game's pace), draggable puzzle pieces should move at the speed of the player's mouse movement rather than lagging behind at a set speed.
* Give the player i-frames while dashing to negate the issues where you'll often get shot while trying to approach rapid firing ranged enemies.
* Give the player i-frames while moving via grappling to negate the issue where the player will often get shot while grappling to a turret or other ranged enemy (which as far as I can tell is the intended way to destroy them).
* Reduce the health and quantity of enemies overall, but intersperse them through the level. Nearly all of them should be one-shots outside of bosses and mini-boss encounters. The game is at it's best when you're running and moving fast, but the game nearly always asks you to stand still and hack at enemies for combat encounters. Do your best to allow the player to never stop moving. This is the same sin that many sonic games have. Learn from their mistakes, but also from the sonic games which people like.
* Ensure the player maintains their full momentum and control while performing all attacks (same reasoning as above bullet point, the game feels the best when you're always moving).
* Consider reworking the enemy hit sounds. Some of the sounds make me think I'm not doing damage which is very confusing.
* Try and make interactions more consistent across the game between melee and grapple. I felt it was highly inconsistent what I could grapple vs melee, and what exactly would happen when I pressed the grapple or melee button (as an example, I was very confused when I couldn't grapple the flying dragonfly enemies and assumed they were invulnerable. I eventually discovered that if I just looked at them and melee'd from far away I'd teleport to them and attack them, which was super weird cause that's not how the melee button works anywhere else).
These are of course just recommendations, but if I was going to try and improve the game that's how I'd go about doing it. There's definitely good gameplay buried under these issues, but as of right now the good parts of the game are buried under a frustrating amount of bugs and an unfortunately high focus on combat rather than movement. |
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