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stimpuncar 3 Thg10, 2024 @ 11:07am
Divers full game discussion [with spoilers]
For me the game is pretty bad. Too much grind and not much variety. Also, in battles there is no need for strategy other than choosing the right elements.

But what interested me was the atmosphere, especially in the big empty green room. I think the game has great horror potential. Something with fewer but more meaningful encounters with enemies. And of course with the varied use of vision range, whether it’s a labyrinth or enemies who somehow react to it. Also, the movement mechanics allow for interesting chasing moments and other encounters, such as ghosts in the game.
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benjymlewis 3 Thg10, 2024 @ 1:20pm 
I didn't think the game was bad at all. The exploration is interesting, and I enjoy how you unlock doors as shortcuts to cut down on backtracking. The backtracking isn't nearly as bad as in Porgy, where I felt I was going up and down and up and down all the dang time. But in Divers, going up and down didn't feel so bothersome to me, because the shortcuts were so well placed.

I think the turn-based combat is interesting - I enjoy how the turn order is fixed. no Speed stat or anything - it's always, Dylan, Orlok, Thyme, then enemies, in that order, every time.

And I think there's a bit more to the strategy than just the weakness system - I actually had Thyme with a tower shield against the final boss, and I was using that shield to protect Dylan, who didn't have a shield and was always taking big damage. The fact that you can also use shields as weapons means that you're not completely hapless if you decide to use them.
And against the mid boss, I remember bringing the bomb in for quick damage at the start, as I felt I was getting overwhelmed by the fight too quickly.
I definitely felt there was a bit more to the combat than just the elemental weaknesses, but overall, yeah, they are the way to go for most enemies, that's true.

I found it really interesting that a lot of the time, you're expected to avoid enemies as you explore the areas. Lots of RPGs use overworld sprites for encounters, but not a lot of them have such a variety in their movements and patterns akin to sidescroller enemies like this game has. It's a very interesting blend.
Lần sửa cuối bởi benjymlewis; 3 Thg10, 2024 @ 1:21pm
stimpuncar 3 Thg10, 2024 @ 2:07pm 
With the exploration I can agree, dodging enemies was quite interesting. But here is my experience with the last boss - in 2 turns I killed the tentacle, in the other 2 turns I killed the seconed tentacle and the eye, and 2 more turns for the last eye. And all this is just spamming attacks of the appropriate element (I didn't even use shields). But based on your experience, I think there is a little variability.
Perhaps the exp and resource grind spoiled my impression.
But overall I think that the idea of ​​the game has great potential.
benjymlewis 3 Thg10, 2024 @ 2:11pm 
I beat the final boss at level 12, and I don't remember doing much grinding as I played. I imagine the combat strategy has more emphasis if you are lower level.
Blaizeus 3 Thg10, 2024 @ 7:07pm 
It was a great game...for watching 3 hours worth of videos on youtube. I found the combat super spammy. The constant trips back to the surface were obnoxious.
I think the game needs a big redesign to be fun. The 2 bosses had 0 strategy to them..
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