![]() really take the fun out of making the aforementioned decision. Chests that spit out half a heart, 1 coin, half a shield, one egg etc. Chests spitting out chests that spit out chests that spit out a stone chest. I suppose the thought is that you need to make a real choice with use of bombs and keys, but in many situations you DO dedicate that resource to receive very few resources in return. It's uninteresting design to have so many rooms with items/chests gated behind stone walls when you also need that same bomb to get into a fight room for a passive upgrade or break in to a secret room. Most runs seem to shower you in crystals, but offer far too few bombs/keys given the overload of opportunities to use them per floor. ![]() The issues, at least for me, is the things this game does poorly that are beyond hair-pulling. It's a slight flaw that they feel so disparate, but it will keep you on your toes. Kimmy is easy, the claw bear is intense and aggressive. I will say that there is a massive difference between fighting Kimmy versus fighting the claw-bear boss whose name I can't recall. Several of the guns really force you to rethink your process of play, which is a good gameplay mechanic/ ![]() The weapon designs are interesting, if a little frustrating (more on that below). Little details like the mirroring in rooms with pools just feel good. ![]() The vibrancy of everything makes it feel incredibly unique to look at. The entire atmosphere of the title is, for me, on point. I don't mind giving the 20 dollars to the studio as I think this game can be great, but I feel like it may end up as an also-ran in the genre without some serious and quick patching. ![]() I've posted a review of this title, but I want to hear how everyone else is feeling about levels of frustration in this game. ![]()
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