![]() ![]() 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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