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0.0 Std. in den vergangenen zwei Wochen / 4.3 Std. insgesamt
Verfasst: 4. Aug. 2018 um 12:23
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Disclaimer: I played this on the Free Weekend. Also, I honestly wish Steam had a "Maybe" button instead of just "Do you recommend this? Yes or No." - This game would be one of those Maybes.

I'll start by saying, this game is solidly done. Everything works well, and I really enjoyed the idea of mixing a Tower Defense of sorts with a Roguelike Dungeon crawler.

However... I think at some point they confused Roguelike with "I wanna be the guy" and just drown you in tons of enemies, throw in random ones that knock down doors and spawn more waves on you that you literally can't prevent, and make your heroes super squishy even if levelled and armored up, with the only way to "Taunt" being a very specific set of Armor or a skill that causes it.

This wouldn't be as bad if the "Towers" you built were worth ♥♥♥♥. You get a piddly blaster tower at the start, and unlock more/level them up via Research Crystals you find along the way that cost Science, each of which takes about 2-3 door openings(which the game considers turns) to complete, and the crystal has to survive those turns to finish obviously. Neat idea. But most of the towers are extremely weak, very few kill the monsters before they just A) walk past them into the next room, or B) destroy the towers outright. They're squishy as ♥♥♥♥ even with the unlocked defense boosters and Stele buffs. They also cost Industry which is another currency, and that's also used for shopkeepers, building the currency Generators, and unlocking random-event things along the way.

On the note of Currency, it feels like there's too little of all of it, even for a roguelike, it's "too" unfair. This is more of an opinion of mine, rather than fact, so take that as you will.
>Industry costs keep you from filling every room with Turrets and Generators easily, which would help alleviate the issue that most turrets are ♥♥♥♥ and there's a limited # of randomly-generated turret slots per-room, if you get any at all.
>Science costs limit your research ability and make you choose between that and Industry for defense/more currency, or more Food to level up and heal with, so Science is usually third priority.
>Food costs are split between Healing your units and levelling them up to be tougher, as well as recruiting new guys into your team. Since it's used for Healing, it runs out fairly quick, and keeps levelling to a minimum.
>Dust is used to Power rooms and is also, sort of, your Crystal/Home Base's HP. If mobs get to your crystal and start whacking it, you lose this Dust and thus lose power to rooms, and anything unpowered isn't generating currency or defending so it snowballs VERY easily from there. Problem is, often, your Crystal room has 3-4 doors and you'll rarely if ever have enough dust to power more than a path to the exit, once you find it, so ♥♥♥♥ will constantly be spawning in dark rooms and running to your crystal, right through/over/past your weak defenses, often destroying them anyways which loses you out of the currency spent on them + whatever currency they were generating too, so again, it snowballs easily. TOO easily.

Other than one hero I found(maybe a couple more), most of them get bonuses from being with other heroes so you don't split up that often, and even when you do split 'em up, they're fairly weak and require babysitting to heal, burning through your Food supply quick. WAY too often i found myself retreating everyone to the Crystal Room to defend my precious Dust supply because hordes of monsters either walked right past my room full of 6 turrets and food generator, or outright destroyed it while I was on the other frickin' side of the map and could not have saved that room in time because I didn't have the Dust to power enough rooms.

TL:DR; I genuinely liked the idea of a mixed Roguelike and Tower Defense. The problem is, it falters in execution, resources are TOO limited and Heroes die TOO easily, taking any sense of fun out of it. The Crystal-Carrying mechanic to the exit is a neat idea on paper, but in execution, it's not fun. I got to about floor 9 before ♥♥♥♥ just overwhelmed me despite all my levels, research, and a solid team with decent gear.

I'm used to dying in roguelikes. I go in expecting to die. But I usually have fun doing it, e.g; FTL, Isaac, etc, as well as non-roguelikes that still expect you to die while learning, like Dwarf Fortress/Gnomoria/etc clones. And while this game is very well put together in general, it doesn't have that "je ne sais quoi" that makes dying fun. I didn't enjoy it, but maybe you will.
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