Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just hope they also fix the stutter in endless.
For a roguelike with roguelite elements, a run is pretty short ( between 20 and 25 min for a successful run ( depends how efficient is one with the shop ).
Actually, when you check the average length for a roguelike run, it matters.
You just took a singular case, but you can check yourself and find out that the average run for a roguelike doesn't exceed 1 hour.
Pretty much when there's too much happening at once, it begins overwhelming the game engine and that's why Endless begins struggling. The only way to avoid it, is to be doing so much damage, everything dies near instantly for as long as you can.
There are ways to address it but every developer is different and has different knowledge when it comes to coding. There was another game in this genre where one of the programmers found a way to cause the game to "echo" skills, which basically means it just copies the original event instance of the skill, rather than creating individual instances of the skill per cast.