Let me preface this with the fact that I am an avid roguelike/roguelite player, and I've also played exile-like games such as PoE2 and Last Epoch. I bought this game 2 days after its release and as of writing this, I have clocked 48h of gameplay and have cleared Hell 5 with much ease. Now, this game is indeed incomplete, but I am still giving it a recommend as I'm not very hard to please. Why is it incomplete? 1. They are still testing out what systems would work best for their endgame. They literally said the endgame was in Beta. I don't see this as a bad thing if the developers intend to make it the best game that they can (I hope they do). 2. Very inbalanced scaling for boss health and damage. Some find this a turnoff, I see it as a challenge. But I do see why many people can struggle with this if they're new to either roguelike/roguelite and/or exile-like genres. Also feel like some skills/relics are much more potent than others. Looking at you bombardment, the CD reduction per hit just destroys any other builds by far IMO, not complaining tho ;) 3. Lack of clarity for ALOT of things. I had to do alot of testing in-game. These are a few off the top of my head. - There is a relic that gives stacking melee dmg upon "Lifesteal". There is only one other gear (one of the rings) I've seen that uses the same term, "Lifesteal". I've tested this with multiple other relics with effects I think may be counted as "Lifesteal". The double knives relic that converts dmg to life -> counted as Lifesteal. Life on Kill -> counted as Lifesteal. The kicker, however, is that you have to have missing health in order for you to proc Lifesteal to provide the stacking melee dmg buff. - Global buffs per skill rank. Didn't take long for me to notice that increasing the skill rank didn't give the global buffs, But only realised before writing this review that what that meant is that for whatever skill you bring into the run, you get those buffs per level added into that skill. - Initially had no idea what some of the statuses did (looking at shocked and blight). My presumption was shocked contributed to stun and blight amplified damage taken, but that's not what it did. They have since added tooltips when you hover over the stats in the character sheet in the 1.0.1 update, so alls good. - I would think double knives and reflexes count as AoE skills since they are literally AoE and their AoE can be increased via leveling up. However, they do not have the AoE tag. So does increased AoE damage not apply to these skills? I have not tested this. - I wasn't sure where my base damage numbers were coming from. Increasing base damage by 50 gave me more than 50 base damage when reflected in the character sheet. Not sure if that's a bug or are there some other hidden multipliers. If so, would be good for devs to include a tooltip to show damage calculations (and likewise for other stats such as crit, status chance etc.). - Pretty sure I saw something somewhere mentioning "Toxic" instead of "Plague", not a big issue tho. - For leveling up effects related to relics (eg. explosion area for the quill relic, activation speed for book of sin for judgement), apparently they can be allocated to any skill, not just the skill that the relic affects. Not sure if this is a bug or if it's intended. Also not sure if it's only some or all relics. 4. Plenty of QoL missing. I will mention this further in a suggestions section below. Pros 1. Tons of damage, its just nice to see damage numbers in the hundred thousands and occasionally millions. 2. Build variety. Even with these 20+ or so skills, I feel like there's currently enough relics and skills for me to test multiple builds to see what works and how to improve on them. 3. Simple gameplay loop. Do a run, get soulstones/constellation points. Improve passive skill/constellation tree. Some prefer a more complicated loop, I think its great for beginners of the genre. 4. Relaxed mode. Again, good for beginners. They have also included Vengeance mode in 1.0.1. 5. Thank god for red gates. I also didn't know they only added the exp and gold buff in 1.0.1. I thought it was in the game on release. 6. All the loot flies to you if you kill every single mob in a map. I feel like this was only added in 1.0.1 but I didn't see it anywhere in their patch notes. You still have to kill every single mob tho. But there is a constellation somewhere that lets items get global-sucked when you kill a rare mob. Cons Apart from the reasons why the game feels incomplete: 1. WHERE IS THE SORT/SEARCH FOR RELICS JESUS. Would also be good to include search function in the passive tree if devs intend to expand the tree further. 2. Constellation tree reset, at least for the campaign. I understand that in the endgame mode, we have to allocate points dynamically based on what build we're trying to go for and what relics the runs give us so that's fine. But its extremely important for build testing when returning to the campaign. Devs did mention that they're working on this. 3. A few but important bugs that need fixing. - Game suddenly going super slow when returning from a run, I've experienced this twice and I didn't know what was causing it. It's since been fixed in 1.0.1. - Constellation points missing in hell mode. After finishing Hell 5 and returning to campaign, I had 27 points. When I entered Hell 10, I only had 21. Not sure if this is intended, could it be that you're given a set amount of points at the beginning of each new hell level? Pretty sure I was supposed to carry forward all my constellation points though, or am I mistaken? - Devotion path completion not giving me the completion points as intended (GAME BREAKING). I'm pretty sure this is a bug. I've encountered it twice where I maxed out a constellation and it did not give me the completion points. One of this was in my first hell mode run, Hell 2. This I could handle, since the world can be resetted. But the other one is in my campaign mode and it's crippling my gameplay experience. Might not continue until this is fixed (without me having to start a new save file). PSA. I think this happens when you have enough points to max out more than 1 constellation in 1 go when allocating new constellation points. - Act 2 boss (14F) can sometimes freeze/get stuck while in the air because he has a jumping/dive AoE move, and you can't damage him while hes up there. Currently couldn't find a way to get him back down as far as I know, forcing a rerun. 4. Repetitive. Not a big con for me for now but I think it will get boring after awhile. I've almost memorised the layout for all the maps. Devs did mention that they intend to include more acts/variety of maps in the future. Suggestions 1. Relic sort/search as mentioned, definitely please include this. Devs did mention that they are working on it. 2. Allow renaming of relic pages, and drag and drop relic pages to re-order them. 3. Save button. I'm not sure when exactly does the game auto-saves. I've quitted the game after making changes to my build and before entering a new run and it was saved. But at the same time, I assumed it was after each completed run of an Act because the gear shop resets everytime I reload, so that doesn't get saved and allows us to bypass the redraw cost (although its not that expensive). So I'm not sure which one is intended and which one isn't. 4. Game manual/FAQ, devs are already working on it. 5. Mentioned above, but tooltips for how each stat is calculated would be good. 6. Transparency slider for damage numbers. I still want to see big damage numbers but I don't want it to completely cover my screen such that I can't see what's going on. 7. Standardisation of terms used (see example on "Lifesteal" above) 8. PLEASEEEE let me move while casting the quill spell instead of stopping each time i cast it (might be intended this way but man would it be good if i didn't have to stop every 0.25s)
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