Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't really care if Vol.7 becomes an enjoyable game because I'm ok with Santicide so far.
I just wrote a review for feedback and when you asked for more I gave it to you.
With Vol.7 you started following a trend that many games lately follow: You stretch playtime by making the player work for the full experience, and before there were trophies ,digital goodies and skill trees, games were played because they were fun.
There wasn't anyone who played games until they hated them just to get the 100% trophy-score.
Instead of enjoying the game people chase that digital pat on the back and what you did was simply making that chase mandatory.
Sure in your previous installments there were people that got all the trophies, bragged in the reviews how fast they finished the game and never touched it again, and that is their choice if they want to play games this way, but I don't want to and I won't.
I'm simply annoyed that this videogame version of "like-chasing" (from Youtube, Facebook etc.) is spreading, and gamedevelopment is being affected because the question isn't anymore what do we put in our game to make it fun,instead what do we put into the game or what do we withhold to reward the player for their hard work.
And that the word "work" made it somehow in there is pretty much my problem with the whole thing.
I don't work games, I play them and with it's current state Ubermosh Vol.7 isn't one of them.
Example: The current goal is 200, but I score 500 in my run. Getting the ascension for 200, 300, 400, and 500 in one run would be more streamlined than losing over and over.
Along with that I'd really love if the characters all started at 0% Ascension and had to be leveled to 100. It just feels like more of an accomplishment when a character's ascension jumps by 5% than it does when it only goes up by 1% like on some of the characters. I basically don't even feel the progression on the characters who start with high ascension because it's such a small incremental change.
Thanks.
I also sometimes get this lag when starting the game, I click a character, then I hear the fight music, but I am still in the menu, for about 10 seconds!
I just installed vol.7 and the first thing I thought was "who played the game for me?!", because I saw 80% on Wook, so I was very confused. I think that no matter the progression speed, it's logical that they all start at 0%, then it feels like real progression. I am not sure what was your reason for making it this way, I would like to know.
So, even when you reach 100%, you are almost as weak as 0% in the first few seconds? I noticed that on Aia I get wraith bomb and mana strike(sorry for mixing the names haha), only if I survive around 15 seconds and then my score suddenly jumps from 100 to 500! There's swarms of enemies that are impossibly packed together and if you kill them, you get a lot of points.
I also think the menu is kind of weird, compared to all our older ubermosh games, but I really appreciate that you can mute the music, you can hear all the sounds! But, I still wish if we could have a volume slider, that would make it so much better, because the music can be olike 20% and still hearable. This is how I played an older game that was about destruction and heavy music - Jets 'n' Guns.
I didn't use the colorblind mode, because I am not colorblind myself, but it might be an interesting thing to see.
I am a little skeptical about this new ubermosh game, I hope you will make some small changes to it, as many people are asking. If not, maybe in a next game? Will there be a new ubermosh game? I would like to post my thoughts about the game overall, if you would have time to read them, but I don't think this is the right place, since this is only about the progression system and I already wrote some other things.
OH! And one more question:
Are you Gunner Kore?!
Aia will grow during the match. Her powers were based on the previous versions of UBERMOSH, where the Saint got stronger being overpowered during the last seconds.
Wook has technical gameplay, he will not grow much during the match, making it way easier during the early seconds and way harder later.
Wanderer was the golden character of the first generation (the early access started with the first 3 characters). He starts more "melee" and ends "ranged" with increased ascension.
Blademaster Q was asked by the players during the early and landed perfectly to the role ("give us a kensai").
Kore was imagined when I was flying racing drones with goggles on and my girlfriend tipped about a character piloting guns, while holding more guns... and I worked with that concept as an internal joke... but fitted so well that I kept as close as possible of the starting concept. A very fun character to play, and instead of firing, you change modes, like my way to fly drones with bidirectional motors setup.
Reez is a versatile character like Aia, but she is more constant. She starts and ends the match with a similar power level (like Kore, Q and Wanderer).
Not all players wanted progression, and during early access I tried to make a mix of some more evolved and less evolved characters.
The progression system you saw now started to being developed on my first project, in 2014, and now, 2019, it fitted the way players can feel characters getting more powerful.
It is impossible to make the perfect game for every player, the first 3 characters were perfect for the closed alpha group, and I have to balance them a bit to allow a wider audience to enjoy. Various elements you can see on this volume, were directly asked by players, and some needed an extra research, like the blind color mode.
I hope you enjoy it, it is not the same as SANTICIDE, because we already have one, and it is the most fresh experience I could cook with the UBERMOSH pit rules without morphing it to another game.
Thanks for the feedback.
Wow! Glad to see another JnG fan who plays Ubermosh! (their OST is still my favorite of all time)
https://steamcommunity.com/games/1029980/announcements/detail/1590251701186680097
When there are shield enemies, try to avoid them as much as you can, as they are not only a danger to you, but they are decreasing your points by shielding everyone behind them. Run around and stuff like that. I am not an expert, but I just try to get into the game.
But damn, Artificer is so boring and difficult. Wanderer is a bit better, the strategy with him is to actually not use his right-click at all, after you get the red gun and then just spread as much as you can. I can't make myself play the next and final ubermosh before I beat this one and I know it's out!