(Update 18/06/2024 below.) I'm torn between recommending Yes/No - I lean towards "No" really for now, but to be fair it's Early Access still. It's been a very frustrating mix of really good and really aggravating, and I hope the creators manage to fix it. I kept quitting and then starting playing again because of that push-pull of irritation. My trying-out has ended more permanently for now though since my only recent save leads to some kind of glitch that doesn't just cause the game to slow down extremely but stops the whole computer from working and even shutting down the game. Feedback: - I liked the first Project Warlock a lot and feel like some things have gotten worse. My overall sense was - it's maybe being made to be fun for devs or experienced players who know what's going on and what will happen, but the experience is un-fun if you're just playing it. E.g., enemies teleporting in and ambushing you from behind. It's just an annoying thing you're only aware of after you start losing health from some enemy shooting you in the back. Or these "combo" etc mechanisms that keep popping up in little messages - I have no idea what the point is. - In general, I found the constant use of teleporting-in groups of enemies un-fun. It works in, say, Doom Eternal, but that's designed around it down to the mechanisms. - It's not really difficult but it's frustrating in the wrong way. Like rockets seem *just* too fast; hitscan enemies never seem to miss or to have aiming animations you can exploit; you feel just too fragile in big fights; and explosions and fire damage you from too far away from their "centre". - The enemy graphics came across as messy to me, unlike the first game where they were very clear if cartoony. If you don't know what enemies are supposed to look like it can just be a blob - over time you just kind of get used to it, but it's not good. It feels like they either need to be less pixelated or have simpler designs. - I guess the final game will have more info on what's going on with the percentages part of the upgrade system. - The level design doesn't seem to have much "meaningful" architecture, it's mostly just passages and arena for the sake of it. I think more in-world functional environments would be much more memorable. There were also a few places you could get trapped in the geometry. - The crystal sentry seems to spawn in wrong. It got in my way half the time. - The spells for the gun-focused character feel too weak, especially the fire one. - The random upgrades (for one of the characters) seem like a bad fit for a game like this - it's not a roguelike. But at the same time, something about the core gameplay loop is *very* more-y and satisfying, so I'm hoping there'll be some user testing magic happening. EDIT, 24 April 2024 - in the current version, in Episode 2, the area-of-effect spells/effects (poison, ice) damage you as well, which is just annoying - you're mostly close-by or need to move through say an ice cloud to move on. EDIT. 18 June 2024: Hugely improved after the upgrade around June 2024! First impressions from playing the new version, first few levels: Biggest issue I think is that extreme visual clutter / lack of view is still a problem when enemies are nearby. Some sort of visual angle is off somehow, maybe part of it? Shotgun skeletons are much better - they could be a little more dangerous than they are now, as long as they need to aim for some noticeable duration. So - shorter duration to when they start aiming, but a good duration from start-of-aiming to the actual shot. The head explosions are annoying, they badly block your view when close by and suggest you'll get damaged - having a smaller "gib" instant-death explosion instead of a big flame-explosion might be better? And also make a bit more sense? The imps' movement seems to fast for how they look. Should they have a flight ability where they can move fast in the air but slow on the ground? The humans are much better. They do seem located in too-random places, and the females look too much like monsters. In Fall of Darkville: I fell through the map in the corner of the room just before the boss fight. The level kill counts seem wrong - I got more kills than the total. Spells: Holo-Palmer works pretty well, definitely conceptually (I'm not sure when it exactly does/doesn't grab aggro). The in-game tooltips for it need updating. The akimbo spell is still underwhelming - would penetrating bullets and/or infinite ammo until the spell ends be more fun? Or a brief burst of invulnerability? I still have no idea what "combos" are, would be nice if that was explained somewhere in-game (or somewhere more obvious if it is). The yellow/blue armour system seems strange to me. It would be really nice to be able to re-visit completed levels, to try to find more secrets. They could maybe be re-populated by fewer but stronger enemies. There are still some ambush moments (e.g., big monster behind a corner that hits you from out of your field of vision) which I just find annoying, and those are the moments I tend to turn off. I dislike the Protosatan fight - more frustrating than fun, maybe with fewer of the "Eyes" and/or have them way more vulnerable. Starting a new level overwrites your quicksave, not just the autosave.
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