Posted: January 23
Early Access Review
It's a formulaic ARPG. You pick up weapons, level up when killing monsters, fight bosses, and collect gold. It has an item fusion system where items can be fused together to create higher-level versions of the same item (if you've played Warframe, it's like that).
The voxel engine is refreshing - it beats the tired "pixel game" style currently in vogue. But there's no environmental destruction or creation. Or, really, *any* destruction that can't be found in a normal game. There's also practically no detail to the game, so it feels pointless to use a voxel render (if it even IS a voxel renderer) for this.
And worst, the game is just repetative. There's ten levels to the first dungeon. Every enemy requires 6-20 hits with your sword to beat, and magic is laughably crippled (mana regen is nearly nonexistant, and spells have very low DPS compared to regular attacks). The pacing is awkward and uneven, leading to difficulty cliffs before you find a specific item that allows you to get over them. There doesn't seem to be a death penalty, so more than once I found myself intentionally dying just to get full health. Running back down the dungeon took less time than running out, healing in town, and coming back.
The humor is nice, but the lack of gameplay options, uninteresting visuals, and generic gameplay just don't make me want to come back to it. Which is a shame, since it's clear that it's very polished (in the sense that it's smooth, has full-featured content, doesn't have glitches, and won't crash) and has a lot of work put into it.