Gori: Cuddly Carnage

Gori: Cuddly Carnage

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Small Demo review
Writing this from playing the Demo with those specs:

AMD Ryzen 7 5800X 8-Core Processor @ 3.80 GHz
32,0 GB 3600GHZ
3070TI 8GB VRAM

Played on 1080p with everything on max settings including Raytracing

Seeing the first cutscene made me instantly chuckle and loved the references like hitchhiker's guide to the galaxy. While it is colorful it is in a way that is not too colorful to be annoying to the eyes after a while, which is really nice.
Level Design so far seems quite solid but feels a bit TOO forced liniar with absolutely no side areas and no secrets (unless I have really missed something). There are a very full lock points like being able to be fully stuck behind the, was it a cinema?,cinema "billboard" when trying to access-jumping stuff you probably shouldn't try to. But else very solid and normal gamer proof secure in terms of locking yourself out of or behind things.

I really hope that the later levels of the game are more open and have you exploring because with ability to platform without needing it to be a precision platforming (which I really like) it is sad that the gameplay is just straight forward.

The controls are very intuitive and not overcomplicated, which is great and makes movement and fighting fun.

Combatsystem is fun and engaging. Only thing that felt a bit overtuned are the shooting unicorns, can't see me liking to play higher difficulties with them for now.

The only thing I disliked in combat is the E-Ability (killing blow) to get health out of enemies because when the symbol appears the timeframe you have to get to the enemy to press E is so extremely short that you can't manage in like 99% of the time because of the fast paced and high movement combat you rarely sit at one spot and thus making it kind of impossible to actually use that feature UNLESS you spam E while combat when you need health (or want to ramp up combo points because I think finishers give extra points?) which really felt bad, so if I end up buying the game I will probably bind E via an external tool to the left mouse button to have that problem solved.

Technically I didn't see any flaws or problems. Raytracing seems extremely optimized because the 3070ti normally instantly getting a stroke if you activate raytracing on any game. I got down to like 40-50 fps at one or two points but barely noticed it.

Really great first impression
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Showing 1-1 of 1 comments
WIREDGary  [developer] Aug 30, 2024 @ 4:07am 
Originally posted by kannakamui.de:
Writing this from playing the Demo with those specs:

AMD Ryzen 7 5800X 8-Core Processor @ 3.80 GHz
32,0 GB 3600GHZ
3070TI 8GB VRAM

Played on 1080p with everything on max settings including Raytracing

Seeing the first cutscene made me instantly chuckle and loved the references like hitchhiker's guide to the galaxy. While it is colorful it is in a way that is not too colorful to be annoying to the eyes after a while, which is really nice.
Level Design so far seems quite solid but feels a bit TOO forced liniar with absolutely no side areas and no secrets (unless I have really missed something). There are a very full lock points like being able to be fully stuck behind the, was it a cinema?,cinema "billboard" when trying to access-jumping stuff you probably shouldn't try to. But else very solid and normal gamer proof secure in terms of locking yourself out of or behind things.

I really hope that the later levels of the game are more open and have you exploring because with ability to platform without needing it to be a precision platforming (which I really like) it is sad that the gameplay is just straight forward.

The controls are very intuitive and not overcomplicated, which is great and makes movement and fighting fun.

Combatsystem is fun and engaging. Only thing that felt a bit overtuned are the shooting unicorns, can't see me liking to play higher difficulties with them for now.

The only thing I disliked in combat is the E-Ability (killing blow) to get health out of enemies because when the symbol appears the timeframe you have to get to the enemy to press E is so extremely short that you can't manage in like 99% of the time because of the fast paced and high movement combat you rarely sit at one spot and thus making it kind of impossible to actually use that feature UNLESS you spam E while combat when you need health (or want to ramp up combo points because I think finishers give extra points?) which really felt bad, so if I end up buying the game I will probably bind E via an external tool to the left mouse button to have that problem solved.

Technically I didn't see any flaws or problems. Raytracing seems extremely optimized because the 3070ti normally instantly getting a stroke if you activate raytracing on any game. I got down to like 40-50 fps at one or two points but barely noticed it.

Really great first impression

Thank you for your impressions - glad you enjoyed your time with the demo!

I'll raise up the instakill time window thoughts to the devs and we'll monitor if its something that feels like it needs tweaking (or even as an option!)
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