Oblivion Override

Oblivion Override

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DarkFury Jan 27, 2024 @ 12:09pm
My feedback after finishing 8 / update
update 07.02

Loving this game. Thank you soo much. I hope you have the success you need to support and develop this game further. Personally, I think this has the potential to be as cool and challening as Hades.. still need alot of polishing and changing then,.. I hope you find this feedback helpful and constructive. I am playing on a windows laptop using a xbox controller.

I am currently trying to find builds and ways to finish Alert 8 with all Mechs - will update this feedback along the way.


Bugs:

  • When interacting with a person / location / chest etc… about 50% of the time the mech just quickly moves from left to right (many times per second) for up to 10 seconds… cant be stopped - it just stops after a few seconds...
  • In some cases the attack animation / hit boxes do not align with the actual damage range. You get hit many times in locations where you thought you are safe - bombs / traps and enemies
  • Violet Dagger - sometimes you attack the enemy but you just do not hit them... Use the same attack hit boxes like for the bayonets - those seem to work fine.
  • The Spare - if you cast the weapon skill facing a wall - the tire will dissappear instead of directly changing direction to the other side
  • Sometimes the Sisters dialogue doesnt close to show the blood donation animation.. then its just an empty dialogue box which is in the way
  • Weapon blocking at Nicos does not work properly - I am constantly being offered blocked weapons.
  • Viks Spirit Ascension instantly got deactivated at evolved Gladys - afterwards Spirit Strike does not proc at all... game breaking bug

Typos:

Check the wording please.. there are many sentences / descriptions that seem off (in english) and need some love - some feel like brainstorming bullet points..

  • DNA Modification: Expand three slots in the Evolution System
  • Evolution – Hi-Technology: Transform Nanite Matrixes you got from
  • Evolution – Stronger: 2% Chance to increase Attack Damage (I assume?)
  • Mr. Xie Dialogue: So many people talk about justice but I think its about business (missing the I before think)
  • Final dialogue after alert 8 clear: some spaces missing
  • Streamline Alert Level descriptions: Steady and Rampage etc. have multiple % values for the same Number: I.E. Steady I = 10% at Alert I and II also Steady I = 20% at Alert III.. The same Number should always have the same % or only call it Steady and Rampage - no number - just like you do with Evolution Alert... just be consistent
  • Evolution attribute (on weapons): Some have wordings include getting a buff for x seconds while taking damage? This should be after taking damage




General:
  • General stats window / information is missing - This is essential if you really want to push your build to the maximum. There should be base stats and current stats / to see the effectiveness of buffs etc.
  • After Alert 4 clear.. also spawn in base with a lvl 2 starting weapon
  • Mecha stats are missing at the mecha selection. They have different hp etc… But it doesnt say so anywhere. Show all starting stats including individual bonuses.
  • The terminology in the game is unclear sometimes. Please add a glossary / explanations to the catalogue book in the base - and try to phrase as clear as possible. I.e. I still do not know what exactly is affected by skill cooldown and skill damage / if a pulse always inflicts shock etc.
  • The way enemies aggro should be reworked - you can just attack them when you are next to them but on a different height. They should have an aggro range and then just follow you? This could also be a new difficulty setting for higher alerts - increased aggressiveness - enemies aggro you as soon as you are on the same screen as them
  • Hitting enemies through walls with normal attacks etc.. is debatable :D
  • Some items (cores) have skill cooldown (i.e.20%) – maybe add 20% increased energy gain on energy weapons? Or is this only evolution skill cooldown? In that case rephrase
  • Make all Arcanums charge passively like vik and lee - it feels weird to sometimes use stuff just to charge the Arcanum even though it doesnt fit the situation
  • Limit the rarity of items of you can get at the base from recycling and Mr. Bond to Uncommon or rare - Currently, this is too much rng.. if you get epic or legendary ones which fit your build.. this is such an easy start..
  • The Master Wrench does not hit phage when thrown.. it just flies over them - increase the hitbox of the wrench?
  • Master Wrench - make it a hidden weapon to be unlocked for all players / keep the statue for EA players
  • Master Wrench - option to include it into the random weapon rotation
  • Catalogues / general - the bosses still have the same name for normal and evolve - I would add "(Evolved)" to the evolved boss name and then copy that scheme for all enemies .. also to streamline it for you: Sentry / Sentry (Evolved) etc. Would make the sorting in the catalogues much easier
  • Generally, there is an issue with your text boxes.. the way they are designed right now make longer texts look weird / overlap / be visually outside the boxes etc... This needs some love.


Quality of Life:


  • You can reforge and spend money even when there is no stat to be reforged.. In that case the function should be disabled to not accidently waste money for those testing it out
  • Reduce the size of the mecha selection room and remove their storage boxes – instead have them stand there to choose from .. so they fit on one screen and are much easier to identify
  • Show how much an evolution ability / core / item / skill etc. benefited you - i.e. total scrypt gained / max life gained / attack damage and attack speed gained etc.. Display this at the respective ability / core information etc.
    This should also apply for cores like Overdraft which reduce something..
  • list damage from % damage per core and life per core under buffs just like you do with i.e. darkheart
  • More detailed information in the catalogues than in the item / weapon description you see during the game.. i.e. proc % for sweet storm colours etc..
  • When spawning in base after clearing alert 4 - please also make the spawning weapon level 2 ..
  • Nico rerolls should not be limited - you can just enter a run and instantly return to base to have new rerolls.. its just more of a hastle - and it costs currentcy so I do not see a reason it should be limited
  • When reforging a weapon the loading time of the weapons attributes /specialties should be improved / or load instantly
  • Critical Hits from enemies should have a different colour than your own crits

Area specific:

Do not know the name (Area 1)
  • Tricycle and Chainsaw chief mini boss fights - maybe add a health bar ?

Greenhouse (Area 2)
  • add a little area around the tube entries from where you get sucked in when dashing
  • Mechanic queen: Add a health bar to the fight? Also the Tubes at the top of the room are much more difficult to use than other ones.

Data Center (Area 3)
  • reduce the time it takes to build the room and for enemies to spawn in the battle rooms / feels very lengthy for this fast paced game


Oblivion Temple (Area 4)
  • An exploration of an actual temple would be so cool - please make this a randomized exploration area like the others. It would be ok if it is shorter than the other 3 stages / just like it is now.
  • Eset boss fight- The design of the fight feels weird. This is the only fight where you hit something that is in the „background“. I would add an animation that move the arms forward. Not sure how to fix the heart without a rework.

Cores:
  • Catalogues: Add the drinks to the core catalogue
  • Nano Nectar Nebula Drink:+ 10 dmg resistance (you mean reduction I guess? or flat damage reduction?)
  • Show % values for items like Speed Skates / Tesla Coil etc.
  • War drum - rephrase.. I.e. Using a weapon skill instantly (within 0,5 seconds ????) after it refreshed reduces the next weapon cooldown by 25%
  • Exoskeleton - make it only dropable once.. not taking any trap dmg makes you not care :D
  • Cowboy Hat / Angela's and Eve's heart: Increase rarity to Legendary.. currently its common
  • Binary Bliss - Aya's arcanum does not do damage.. maybe rephrase and let her benefit as well ? increased slow


Weapons:
  • Many weapon descriptions feel super short and some leave questions.. Maybe display a precise more detailed description in the Catalogues - so you can fully understand the mechanic.
  • remove evolution attributes from starting weapons and weapons you can get from Nico - this is too much rng.. i.e. if you get advanced technology on your starting weapon if gives you such a big edge..

  • Yulecide – weapon skill: the flying mechanic is currently not fun to use as it is counterintuitive and the invincibility is just too strong.. I would rework it into an easier to use flying phase (not going the opposite direction of where you aim for) and remove the invincibility or change it to 50% dodge or sth. like that… Make all weapons equally fun to use 😊
  • Sawpop - explain the different storm colours
  • violet dagger - fix bugs (see above) and make ambush teleport you through walls to enemies on the same screen
  • Grascutter - make the cannons shoot everyhwere not just horizontaly .. maybe reduce dmg to balance out.. but this is so horrible against bosses who move all over
  • The Spare - I think the weapon skill does not hit Esets heart (not omega sure - too many numbers)

Evolutions:
  • Surging Belligerence - Attack Speed + 10% - to align with other phrasing
  • Static Mastery - Rephrase so it fits the box: I.e. Attacks have a 15/25% chance to apply Shock. Shocked Enemies will take 150 DMG each time they attack
  • Check phrasing / box sizes .. the text should fit the boxes or have preview text which expands when looking at it?
  • Hi-Technology: the enhanced version feels really underwhelming and not worth picking - maybe rework to reduces evolution refresh cost by 5



Mechas

Generally, I feel that some Mechas have an easier start than others ( which I think is good). However those should potentially reach a power spike.. Currently, I feel that Vik has the easiest start and still has most power.. So maybe I have not found the maxiumum power for the others just yet (except lee) or it still needs some adjusting.

Vik:
  • I think his Spirit Strike needs some sort of scaling - he has such an easy start with it. Since it does 200% additional damage - Maybe let him gain 1% per killed enemy until you reach 200 / Starting at 50% or so. So at least you do not have it right away.
  • His Arcanum gives him invincability for 14 seconds after the upgrades... that seems tooo long ... Just enter a boss fight with 80 belligerance and instantly go into his arcanum - even on alert 8 you will do 3/4 of the bosses life without any risk

Aya
  • Her Arcanum misses the description of how to charge it - via quantum entanglement
  • quantum entanglement should be a little more "magnetic" to help hitting fast moving bosses
  • quantum entanglement should refresh its duration when hitting a boss again - so you do not have to wait until its finished
  • quantum entanglement should not be dispelled by teleporting enemies?
  • gain superguard while 3 or more enemies are affected by quantum entanglement

Lee
  • I feel that his Arcanum charges a little bit too fast compared to the ones you charge via casting


Interactions:
  • The Sisters are completly overpowered depending on when & in what condition you meet them. Especially when you meet both and one gives you script and the other hp… Maybe limit the amount of transactions you can do to a smaller amount than currently? Or limit the amount per area / so you need so meet them multiple times to break the jar?
  • Breaking the Sisters Jar - Come on... you get soooo much stuff - this needs to be reduced by alot.
  • Gular - Please make the Gular Blessing hp reduction % wise.
    Do not make him appear at area 1 - getting 50 nanites in the start is such an insane rng dependent boost.
    Him just standing at the start of the area feels random - give him a better placement and introduction



Ideas for new content
  • More Alert levels - a difficulty like in Hades where it took years to finish the last difficulty would be cool (ideas: evolved eset etc./ 100% advanced enemies / + X advanced enemies in battle rooms / -2 Evolution options / higher attack and move speed (small%) / evolved mini bosses / less scrypt from crystals / less nanites from matrixes / weapons cannot gain exp / lower max. weapon level maybe 5/ higher scrypt costs - inflation... / Special Enemies that buff / shield etc... but always run away :D)

  • Leaderbords - mechaspecific - inventory / weapon / evolution tree is visible

  • Weapon / Mecha specific easter eggs / special fights etc. I.e. a chance to have a funky Santa Claus encounter when using Yulecide :)

  • Once you "maxed out" there should be something to spend your currency on like decorations for the base / mech and weapon skins etc.

  • Add a patting animation when patting your search dog 😊
  • varied tapes at the television in base

  • More individual art / design / decorations / variations to put into the areas so each run feels less repetetive



Fixed (Thanks ;))

  • Reborn upgrade effect text: Refresh evolution abilities four times (six times) for free – instead of forth & sixth. Maybe rephrase into two / four / six times to be consistent.
  • Thunderio - Role info: Electrostorm not Eletrostorm
  • Thunderio - Evolution: Electroboost not Eletroboost
  • Violet Dagger - the weapon skill does not work on Eset - you are just teleporting to her face - just lost the run because of that (ambush fixed 0205)
  • In the base after talking to Mr. Xie my Character just ran straight to the right and could not be stopped… No way to regain control other than to restart (not sure if this is still in - only happened once)
  • Vik is visually not always in his box when you are in the base choosing a mech (not sure if this is still in - only happened once)
Last edited by DarkFury; Feb 11, 2024 @ 1:09am
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Showing 1-7 of 7 comments
Nacho Jan 27, 2024 @ 2:03pm 
Originally posted by DarkFury:
30 script and 30 hp chests do not activate after clicking them but it just says no response… And then you have to pay again if you want another try at opening..
Pretty sure this is an intentional mechanic, like "how much are you willing to risk to get what's inside?"
Nano Jan 27, 2024 @ 3:38pm 
Vik's skill is absurdly strong once you get the upgrade that allows you to charge while moving. It gets even stupider when you find the one that makes it charge near instantly. Some mech skills you're just not meant to use at all before you find the upgrades that make them good.
Last edited by Nano; Jan 27, 2024 @ 3:39pm
DarkFury Jan 27, 2024 @ 11:15pm 
Originally posted by Nano:
Vik's skill is absurdly strong once you get the upgrade that allows you to charge while moving. It gets even stupider when you find the one that makes it charge near instantly. Some mech skills you're just not meant to use at all before you find the upgrades that make them good.

Ahh ok - I deleted my comment :). Gonna try that :).
DarkFury Jan 30, 2024 @ 12:25pm 
update
the treasure chests have a chance to activate, but its guaranteed on the 3rd attempt
DarkFury Feb 3, 2024 @ 12:38am 
Originally posted by el dioblo el hombre:
the treasure chests have a chance to activate, but its guaranteed on the 3rd attempt
Yes - thanks :). I just updated my list
DarkFury Feb 7, 2024 @ 2:16am 
updated after alert 8
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Showing 1-7 of 7 comments
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