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Two armored guys, they get the same distance from you.. and offset their swings
So there is literally no way to swing on one of them and NOT be hit by the other because of the length of the player's swing animation
You get grenades quickly and fight some armored guys and numerous enemies. Yeah I'll throw my grenades!
Oh wait now I just find out that it's the only way to deal with rat holes and the game has not provided me any more across 2 more hours of gameplay when I got what? 3 in the first hour?
It just feels like 'gotchas', that aren't a matter of skill.
And yes I know you can buy them, but now you're even more behind the curve on the most essential item you need - inventory space.
Also.. is damage just a flat number? Do armored opponents indeed have some kind of damage resistance to certain types of damage, or is their 'armor' just a lot more health?
The opaqueness in explaining one way or another the mechanics as I described just above is another problem if you just want to go into the game blind as a player.
Reading this I understand the frustration from some players, and I really really know the feeling😛 But it also kinda makes me think that some of them did not grow up with the old-school classic survival horror genre, like original Resident Evil. In that genre, backtracking and running from point A to point B multiple times due to small inventory space was one of the main challenges. And the "moonlogic" where some stuff stack and other stuff do not. It is all a mechanic to make the game more challenging. The point is that you do not know what's coming, you do not know what you will find, and therefore you need to keep that (and your inventory) in mind when you progress throughout the game.
The game will reward you throughout the playthrough with more inventory slots. You will find it both if you explore all the rooms and check what's for sale at the different locations. Exploration = Reward.
Also when discovering a "powerful weapon/item" (like grenades/dynamite etc.) in any game, I would not recommend using it at the first next enemy that pops up😛 Intuition should be telling us to "save it for something bigger", like a boss fight or a mechanic like rat holes.
The point of the game is to be challenging. And learn from exploring and failing.
In my opinion this game didn't need more inventory boxes and the rats were not "OP". Both "lacking of inventory boxes" and "the rats" were A REAL PAIN, but THAT IS THE POINT. After the update I'm smacking rats left and right without any worry.. The challenge with the rats is now gone.
I also wanna point out that the game description on Steam say: "Navigate intricate level design that promotes item management and route planning, whilst solving complex environmental puzzles."
"Promotes item management and route planning" = "There will lack of inventory space" and "There will be backtracking"😛 (Game mechanics to make it more challenging)
I again wanna say that this is not a criticism to any person, but rather another point of view on the game🙂
I beat RE2 remake, totally fine. Doesn't have that much backtracking. Had to give up on RE1 remake, it just doesn't hold up enough in a modern gaming era without QOL stuff.
Another IMPORTANT point when viewing Conscript through that lens - those early games, you can and should run the whole time while backtracking. You have a VERY limited amount of run-time available in Conscript, which makes the backtracking more tedious.
Conscript's map is also, from feel, considerably larger in terms of overall just like, traversal, than those early RE games. There are more individual doors, intractables, items etc than is present on a comparable length of traversal in RE1.
This is all just feedback - I support indie devs 110% especially when they are making something unique, just my opinion that the game definitely has room for improvement and accessibility which, imo, would expand its' audience.