tldr yeah with the caveat that this is a "you play through it and then you stop once you're done" game, you arent going to be playing and replaying for like 80 hours most likely the game is ok. it's like, ok. the bones of a neat story and game and world are there but theyre just bones rn (and they will be forever cuz the devs shut down lol) i really mostly care about balance so let me go thru a few things that i think are p cool and then ill get into bad stuff: - the ways you can combo bullets into each other is pretty neat. other than the life tree you can legitimately form builds around one or two bullet types -- up to three is the average. that's not like, unheard of, but the way it's done is relatively satisfying - the progression system is relatively seamless and engaging. its not going to be anything crazy, but it's like. decent? it's not like you're going to be sucked into the world and spend hundreds of hours trawling for supplies and engaging with the mechanics, but you probably will actually spend most of your time gettin "full completion" on gears naturally. the way you upgrade your main methods of doing damage is also pretty well integrated, since it encourages you to continue doing runs to get stronger to continue doing runs. - i like the way they made some of the guns, in the sense that some of them are legitimately interesting gimmicks or specialized weapons thats like. most of the good. heres the bad: - the game is like stupendously unbalanced. im not talking like, everything is ultra swingy -- moreso just that it's incredibly one-sided regarding how the most effective way to play the game works (for the average player). - unbalanced part 1: the guns. most of them are pretty useless if you're going for one of the like three best playstyles. i wont go into too much detail cuz building stuff yourself seems like a big part of the game, but i was able to play with the same three weapons for like 75% of the game. there's clear best weapons for 99% of engagements, and using weapons other than those best weapons is like. viable. but not excellently fun? also, they don't tell you what the hell each unique weapon does, so you're just kind of left in the dark! i went the entire game without knowing what a fidrow weapon does uniquely. i still dont know. the wiki says they have "unique attacks", but like. really??? and hiding the damage modifiers for each weapon from the player is criminal!!! you have to slot a bullet and then fire it to properly test the damage, and even then you might have to test it multiple times in case it has some sort of hidden trait. the boss guns are largely useless! the only one i used a lot was the third stage's cannon, because it fit basically every niche i needed - unbalanced part 2: the bullet types. you can play the entire game only using lightning bullets. like, only using lightning bullets. this isn't something i'm locking behind a "you should find out yourself" because it's something i discovered literally in the first 2 hours of the game , naturally. there are like three reasons to use anything other than lightning -- you either need to use a different bullet type to progress the game, the thing you're trying to shoot is functionally immune to shock damage, or you're trying to get resources via the status system. - unbalanced part 3: the enemies. on the standard difficulty they're really easy. more later. some of the "elites" or w/e have like 10x health, or something (maybe im just missing something obvious?) so they are "Harder" in the sense that they take a lot more time. - unbalanced part 4: a lot of the upgrades feel really meaningless, especially given the clothing upgrades just wholly Don't Exist for masks and for everything else feel pretty unbalanced. for your torso, you could either take +1000 health or... 25% less chaos damage? what's the point? 5% run speed vs 47(????)% dodge roll distance? ah, yes -- i'll take 50 extra hp over a 25% boost to my main damage type. what??? - regarding the enemies statement from earlier: there's like no variety. most of the enemies can be boiled down to one of three classes (light, medium, heavy), one of three types (creature, mechana, human), and one of four attack styles (projectile, guns, melee, mixed), usually with one status projectile. every area has two light and medium melee creatures, every area has at least one light mixed mechanica, every area has one class of mixed human, and every area has a Cult of X which is just a bunch of light humans wielding guns like the player. if you learn how to dodge the first area's enemies it'll teach you how to dodge all of them. - the game overall is really bad at communicating its intricacies to the player. i've had one instance where i got stuck on a single platform over the void, because i didn't realize that the game only refunds you resources when destroying tiles with the groundlayer While In The Tower. outside of the tower it just burns up the ground like nothing was ever there. i had to wait until the world ended, then rely on the respawning mechanic to void me out and return me to a nearby platform. luckily, that platform was there -- because if there wasn't (if there was nothing on the minimap other than where i died), i would have actually died for real! this is a big issue! i ended up losing all my stuff once because i stopped shooting teleport bullets to scratch my nose . sure, skill issue -- but the game really should have informed me that it was going to meaninglessly kill me as soon as i fell into the void! especially if it has systems specifically designed such that the player can traverse the map over the void freely! it's not even actually told how much extra damage ice does -- or if it does, it's not where it should be: easily visible to the player in the bullets screen. why can entities not be frozen and stasis'd at the same time? why can't i use a lightning-to-force and force shatter damage powder together without having to deal with weird critical hit chance stuff? why does my gun randomly do either 2.4k, 3.4k, 5.0k, or 7.0k damage, when other conditions are the same? what??? - obviously since the game was cut short before most of the updates the devs apparently planned were released, it sort of just Stops after the end credits. nothing else happens? this is more just a cautionary thing. ultimately i get it cuz it's not something they could really control but it's still meaningful - there's an entire tree of magic dedicated to pushing things around, and spawning metal boulders. i don't know why they put it in there but it's pretty neat. still, it'd be nice if the entire tree of magic wasn't basically a way to make other trees of magic better -- feels like a massively missed opportunity. summing it all up you might think i'm not a fan, but the game's core gameplay loop is pretty good. the problem comes from the many minor issues that make the entire experience worse overall -- there's few fundamental issues with the game's execution. if you're in it for like 15 hours of gameplay and a fun romp, go for it! it's decent enough in spurts and fun in between work sessions or homework or whatever. it just isn't going to be anything insanely long-lasting or world shattering . but like. thats ok. we need that kind of game. not every game is going to or should ask for hundreds of hours of your time, and if you pick it up for like 10-20 bucks this is pretty worth it, even if i personally think some other games would give you more bang for your buck
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