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 love the combat - actually more than Hades (which I also love), mainly because of the challenge imposed by stamina management and having multiple weapons per run. Hades feels "spammy" by comparison (not in a negative sense - it's still quite fun).
If a weapon needs to be earned and unlocked, and the reward for unlocking is adding it to your pool of potential weapons, it needs to have competitive attributes. There are - as you say - many weapons that simply aren't worth it. Why would I want to invest in them and dilute my arsenal?
My main issue is a lack of significant character progression. I'm a sucker for story, but I don't need it to enjoy a game. But even (or especially) without story, I need some sense of improvement to keep me coming back. As illustrated above (and in greater detail in the OP), the progression as currently implemented feels significantly limited.
I'm fairly new to rogue likes/lites, and I can understand if devs wanted to lean toward the "like" side from a design perspective. I can certainly understand players who strive to complete run after run for the pure challenge of it. Personally, I need more to keep me going. Perhaps that means this isn't my ideal genre - if so, that's fine, I can accept that. But if devs are looking for feedback, instantiating more substantial character-based progression is what I would recommend. I suspect I'm not alone in this, and it could open up the game to a much wider player base.
All that being said - I've enjoyed the game, I'm not quite done with it yet, and I look forward to future updates/projects from Passtech Games.
On Blessings, I think it's fine. Some are niche, some are hi-skill hi-reward, some are pointless as their benefit hardly procs or requires you to harm yourself to trigger them (Furious Skin). Sich'al's blessings the best. I do think that the devs might benefit more by straying away from 10 blessings per gods model and instead try to create interesting ones (even if it means T'amok only has 0 blessings).
As for the end-game, I do think this game is the most lackluster among other roguelitkes I've seen. Some suggestions: Monster Train has achievement stamps for each card you cleared a run with; Enter the Gungeon has secrets that, when unlocked in a run, can provide an alternate ending to the resolution of the run/lore; Dead Cells has difficulty mod when you clear a run (NG+) which, if you unlock a secret in that NG+, reveals its truly truest true ending. I do feel the core loop of CDG is very solid and I think the content for end-game (and some mid-game) are still very open to develop further.
We agree difficulty is over tuned in areas, weapon selection isn't as deep as the system purports, and a better realized sense of progression would elevate this game significantly.
We disagree on graphics. I love the art direction and I would love to see more of it.
I am an emotionally stable person reviewing a game video game.
Combat is fanfkintastic. It's crunchy, visceral and with top tier feedback mechanics.
Devs are solid at their craft and they have my respect. I'd like to see the game improved if only because there's a gem here, just needs a little polishing.
I agree. Also, OP I'm not insane, and the slaver's mace is pretty solid on any difficulty. I prefer maces to most of the lower dmg weapons.
My main complaint would be the hp scaling of some of the bosses on hard mode. Getting through them with your greed counter intact becomes an extremely tedious and drawn out affair that is simply not fun even/especially when done perfectly. This is probably the biggest reason I prefer maces to lower dmg weapons. They just kill ♥♥♥♥ faster. I agree that some of the weapons could use another pass from the devs.
Aside from that I just wish there was a bit more to do. Maybe DLC some new temples?
Maybe. It's subjective after all. I have only few games on my Switch and I regret a little buying this one. I am software tester by trade, so I am brutally honest when it comes to my messages to developers
It's not slander if it's true.