Deadtime Defenders

Deadtime Defenders

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Okay, whats the deal with this game?
The game looks alright for the artwork but the game itself seems odd. Ignoring the Big Head mode of these bobblehead characters.

I really don't understand how this game's gameplay loop can feel so bad. So slow paced and lackluster. Maybe it picks up later on in the game but it's the beginning of the game that will make it or break it for people. You'd never get to "good" end game content if the new player content is so boring.

I feel like everything is zoomed in and the playable area is very small. Because of this, enemies slowly walk into frame (or Jump, or fly, etc) and just get peppered to death.

Our "hero" has 1 ability? And it's just a dash move? That's it? It feels very slow and boring with just guns and a dash. The moment-to-moment gameplay is very slow and has no tact other than, don't get hit and run around until you can shoot them to death but slowly. You can get a "Gadget" at bloody level 5. I wouldn't even call it that. I'd call it what it is, a one time use consumable. Instead of it being a class skill, found/unlocked item or whatever, it's something we craft in order to use once. AND their effectiveness isn't always great.

Assault is a wave based progression but results in you just going into a portal. You don't "assault" anything. Enemies spawn in off screen on either side and walk slowly towards you. Hell, the ranged attack type enemies can spawn in and shoot at you while still OFF SCREEN.
It's even got the standard "horde mode" waves at the top. It doesn't even need this when we're going to the right after all enemies are dead. Think of it like Fighting Side Scrollers, they don't tell you how many enemies there are in an area in the base game, they'd save that for an "arena" or different mode. They just tell you went to go to the next screen.

Rescue Mode is nonsense. It's the damn same as Assault. Enemies come to attack you and you kill them all then the very large crystal, GG, mission complete. The gameplay doesn't change in any meaningful way. Hell, once you defeat the crystal you still move to the right and into a portal exactly like Assault. I think the only thing you get from doing Rescue Mode is some additional crystals.

Blitz is weird. I thought it would be like a sort of "mini Boss rush" or something but it's just a Score Attack mode where you need to kill to stay in the game. With how early you can unlock it, you'd need some very good weapons in order to win.

Defend is the first mode that's actually interesting because it isn't just the same "defeat the waves" like the other ones. Although I feel like the name Defend should've been saved for an actual defense mode. This is just Secure the package. Enemies will for SOME reason try to destroy this lovely pile of crates. It would've been more interesting to have like a Defend the HQ style mission instead. Could have barriers, turrets and other such defender stuff.

I honestly didn't bother with the game enough to try out Void Run but with how each of these modes are very, very similar I can't see it being THAT different.

The fact you can only have 3 of these mostly lackluster perks is kind of lame. We level up and should naturally have options to choose from but they should be upgradable and allow for difference gameplay changes besides "+a tiny bit more health" or "10% more luck". Maybe there should be "active" and "passive" Perks because just 3 perks doesn't amount to much build diversity. Feels like it should've had a Talent Tree.

Like the stats menu is fairly detailed for how lackluster everything else is. Why would I need so much stat information when everything is common and there is little challenge?
Date Posted: Sep 27, 2020 @ 12:15pm
Posts: 0