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Een vertaalprobleem melden
First of all, the entire progression system feels broken. The level up pool is heavily diluted by tiny stat upgrades that barely make a difference. If you just come into the game, you expect your upgrades to, well, upgrade something. I did not expect that I have to unlock the actually meaningful upgrades in the shop.
But even if I do unlock those upgrades, it's incredibly hard to even get them because those tiny upgrades stay around. One of the charms for me in this type of game is it, to actually consider what kind of upgrade to take. Do I go for more survivability? Or do I take more damage? Maybe the AoE increase? However, as it stands, I am not doing any of that, I am trying to fish for any meaningful upgrade that I unlocked in the shop. It doesn't even matter which one, really.
From what I have seen, this would probably be different if I had everything unlocked in the shop. Those tiny stat upgrades seem to be only appearing if its relevant skill is maxed out. Which, okay, makes somehow sense? But the pool is still so diluted that it's no fun to progress through. If the weapons and modifiers didn't start out at literally zero, it would be far less frustrating to go through it but I doubt that'd be the solution, either.
I just had a game on the starting level where I was at level 50 but I only got around 2 or 3 level ups that I unlocked in the shop. The other few ones I had were from boss chests. Everything else was nigh meaningless stat upgrades.
What is so great about these types of games is that you have a constant feeling of progression, whether it be in the run itself or overall through the shop upgrades. You always feel like you can get a little bit further.
But right now, you are more praying to RNG for the weapon upgrade. That's not very fun.
That's pretty much my main gripe, but there are a few others, as well.
The shop is poorly explained. What do all those stats even mean? I only see a bunch of letters with no meaning, paired with a bunch of numbers.
Then, what happens if I upgrade them? Are they the max stats the weapon/modifier can reach? Are they instantly applied the moment I start a run? Or... what? Really? How do they even work? It's not intuitive at all. Maybe I can find the answer if I look in the discord, but that's not really the point of the game, is it? It doesn't replace a good in-game explanation.
The game, in general, lacks explanations, which isn't all that uncommon for EA, sure, but should still be said. For example, the fancy power bar that fills as long as you take no damage? Does it even do anything outside of visual changes? I have no idea.
Apart from that, of course, are bugs and the like. It feels... very much like it wasn't tested much for bugs. The dialogue window is broken, sometimes not disappearing and staying throughout the run. It also tends to flash briefly whenever I click to see the next line.
When the steam patch came, the portrait was just a black box, same for the items from crates. Only after I downloaded the patch from the website again did that fix it.
I also had funky resolution problems with the game set to window mode, where it seemingly mimicked borderless but missing a small part of the top and bottom.
That's about all that I have to say after my little bit of time playing it. I do hope you can improve on the game, since the base seems solid enough, though that might take some time.
It's pleasant to look at and I like to look at the fluff. But right now, it doesn't really feel very fun. At least, not enough for me to keep playing and unlock more things.
Anyway, I wish you good luck with the game.
First off, let's start with the class system. While it's neat, there are some weapons that should only be used within certain class(es) to the point where the weapons might as well be class locked. From my experience, the only weapons that benefit from "Sentinel" are "Purification Aura" and "Dark Fire". There would be nothing wrong restricting Sentinel choices to defensive weapons such as these as it makes sense for the namesake.
Modifiers:
The modifiers need buffed **HEAVILY** as from my experience, they might as well not exist with how little of a boost they provide. The only time I've seen a noticeable difference with a weapon's performance has only been when I leveled the weapon directly rather than leveling the modifier. There are also some *very* questionable modifiers within the game that doesn't make sense for this genre of game.
-Accuracy (Assassin): This modifier shouldn't really exist as this is a bullet hell game, and as time goes on it will be impossible to miss regardless. I could see this working as a "Reduce Bullet Spread", but that will only apply to Shikigami Frenzy and Incendiary Talisman as those are the only attacks I've seen that have a spread. If this was the intention, then you might as well have special weapon-specific modifiers.
-Effective Range (Warrior): Same as the accuracy, what is the intention of this modifier? Is it to increase how far you can attack (in which case, why when the whole screen will be filled?) or does it increase the AOE range of the boulders slamming rather than the radius of the circles of said slam (in which case, we go back to weapon specific modifiers due to how situational it is).
Character(s): I like the fact that this is meant to bring together all the Kagura games, *HOWEVER*, it doesn't feel like it. Maybe have the locations of the levels take place in the various Kagura worlds (rather than generic "forest" and "underworld"... at least name wise), and allow more playable characters (specifically the protagonist[s] of the Kagura franchise as it would make sense they would work together). Would allow for a variety of ultimates and primary weapons.
Bugs: I noticed this has been a very buggy game (aside from the bugs you already listed), there have been the following:
-Character Dialog never disappearing on occasion, taking up screen space
-The animation of the ultimate sometimes cuts out
-If I pause while using the controller, and then want to unpause, I have to select another option before I'm able to unpause the game as it doesn't register the input until then.
QoL requests:
-If I have both my passive slots filled and leveled, and I pick up an item on the ground that would take up a passive slot (such as "Gem Senpai" within the forest level), it would be nice if it didn't replace the passive I already invested in.
-The ability to reroll upgrades would be heavily appreciated.
Hi,
What crash errors are you getting? This would help us understand better.
Thank you!
"LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1273] GameThread timed out waiting for RenderThread after 120.00 secs"
Thanks in advance
Try updating your drivers. If that does not work, look up your hardware / system specs and make sure your GPU is supported by "Unreal Engine 5" games. We recently had another player try and play the game with a Intel Iris Plus Graphics 940 GPU and that didn't seem to be supported.
Its early access so maybe optimalization is poor?
at first awesome game :)
but
it would be awesome if we could get the ability to Reroll the Abilitys @ level up 85 times or something like that) , because its abit Frustrating that you want to play with X ability, @ the beginning, but the RNG isnt on your side :/
Level 3 is damn hard :/