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Procedural generation does crazy things, the replayability is unparalleled. That explains why I’ve already spent almost 800 hours on this. As obvious as some influences are, I think Desecrators does have its very unique spin on them. One thing to point out is that Desecrators has much better weapon balancing and difficulty scaling than Forsaken. Not sure if I can convince OP to try this but still, it’s *really* good, inspired or not.
The ignorance in your post lol.
There are 10 base primary weapons. Among these weapons, only two of them don’t share ammo types with others, those being Syntapod and Pyro along with their upgrades. The game isn’t finished yet and more weapons using those ammo types will be added.
The dynamic drop system means you won’t be forced to pick up ammo types from guns you don’t possess. It’s not like you’re forced to use them. No, it’s not dumbing down the game.
You find weapon slots as you progress through the run. Maximum slot count is 4, just like how it was. Full exploration guarantees 5 slot pickups.
Before you slap me with “but you can’t unlock all 12 slots”, well that’s the point. With the new munition ammo system, you can use secondaries and mines much more often and actually have a build. No further discussion will be had on this topic. Apparently good fundamentals is considered butchering the game.
I’d rather be treated like a monkey and focus on the meat of the game, instead of doing math games on optimal ammo management with needless backtracking. Maybe also consider the fact that humans are all monkeys to start with (/s).
I played quite a few runs of this, and it's just really fun if you just wanna jump in and blast some metal into sharp confetti.