Arcane Assembly
Feels like a prolgue, lacks aspects I expect from a metroidvania
First off, I am thankful for the accessibility mode for when my hands stop working right, I really do wish more games had this.

It feels like a prologue, which is not helped by a lack of replayability.

I've mastered the arcane arts! And I can't even refight the bosses without restarting the whole game, which kind of defeats the purpose.

The Bosses themselves don't feel engaging. Especially the last one. After defeating him I came up with a great idea for a spell to completely wreck him due to his constrained and predictable movement.

Vaguely disappointed that the Wait timer doesn't use constant.
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I got most of the way through this game before the 2 hour cutoff mark. I refunded. This game doesn't feel like metroidvania. It feels like a budget Noita. And the constant platforming, coupled with enemies in spots that will knock you off platforms feels like a ghosts n goblins time sink, because the game wouldn't be long enough without those spots. When the game turned into purely midair dodging through laser beams while trying to stay in the air, I quit. I'm not trying to play super mario lost levels. That kind of platforming difficulty has no place in metroidvania games. I also never felt rewarded for exploration, the same way SOTN scratches the exploration and discovery itch. This led to me rushing bosses as soon as I had fire and air dodge, because no other abilities are needed to get past barriers.

The enemies in different areas are mostly just reskins of previous enemies. I bet that saved time on development, but it makes every area feel basically the same. Ghosts=bees, fire spitting tubes=fire spitting flowers, etc.

5/10 game, imo. Not bad, but if you've played anything else in the genre, the flaws are glaring.
Отредактировано Guts; 15 июл. 2024 г. в 10:59
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Сообщения 11 из 1
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