Turbo Overkill
TazX14 Dec 26, 2024 @ 7:55am
Decent game but too many things overlooked imo
I enjoy the speed of the game and the boomer shooter aspects, but it feels like they threw everything at the wall hoping something would stick without thinking how each aspect could be implemented coherently.

There's a focus on speed but their level design and pickups emphasize tedious exploration with long stretches of nothing to do. Why not implement a speed based incentive for upgrades. Why not have checkpoints and doors you need to reach by a certain time to be able to unlock? I don't mind repeating levels, but when it is literally just wander around looking for glowing things while not really playing the actual game, it becomes boring. I shouldn't have to resort to Youtube or guides because it's just monotonous.

Level design is atrocious. Again, if the game was about exploration, having these massive open wide areas to explore would make sense. Instead, they just slow the game down with long sequences of getting from point a to b. Worse is that sometimes the path forward isn't always obvious, forcing you to spend time trying to figure out what the devs want you to do. The game doesn't need to be linear, but the levels need to push you in directions that don't require you getting lost, backtracking a ton, and constantly having you second guessing if you're going the right way. How is there no option to look at a level map? Having markers kinda works but when there are none or they aren't exactly clear, having a map would help wonders.

Gunplay feels off. I like the visceral feeling, but then when it comes to shooting stuff, it feels like I'm using bb guns. Even the shotgun, which is always a staple in these kinds of games, feels like I'm shooting what should be the basic pistol and makes gun fights not very exciting. A bump in the damage and impact of guns would be nice, even if a trade-off with the chainsaw is necessary to balance things out.


Story is ok. What little bits you get push things foward, but it could be done so much better. I get that they want the feel from something like 2016's Doom where your character is just a force to be reckoned with, but there they build it up via the outside forces understanding that and using you. Here, it just seems like constant complaining or literal exposition dumping. They try to give these badass scenes where the MC is doing the cool thing, but it comes across as what a 13 year old might think a cool action would be.

I'll definitely keep on playing it, but honestly it feels like a one and done for me. I am not really excited to explore every nook and cranny to find bits here and there so I'll probably skip a lot of that, which is sad as it seems to expand things quite a bit...
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Showing 1-6 of 6 comments
I disagree with every sentence you just said. That's all.
Fargoth Jan 1 @ 1:18pm 
Originally posted by 404 user not found:
I disagree with every sentence you just said. That's all.
same
Last edited by Fargoth; Jan 1 @ 1:18pm
midori Jan 1 @ 10:44pm 
Agree, guns suck, chainsaw is too good. Game isn't good. I'm rarely bored enough by boomer shooters to stop playing them but that happened almost immediately with this game. Like an hour in.
Platforming and jumping puzzle stuff, not fun at all, He's so floaty and it feels like he's on ice in steel boots.
Eadmond Apr 24 @ 6:00pm 
I generally don't like FPS, but I disagree with everything you said.
Level design is decent when you don't have graple hook, after you get that, you should start to appreciate the level design.
The story is far beyond decent, especially considering this is a so-called boomer shooter.
Weapon, least favorite part for me, some of thems feels uninspirated, but when you compare to other indie boomer shooter. THis game has done way more than it's peers.
Gunplay feels off? Maybe you play fewer FPS than I do.
I agree with every sentence you just wrote. I really tried to like it, but yeah it's pretty bad. I guess shovel ware from humble bundle.
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Showing 1-6 of 6 comments
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