Cursorblade

Cursorblade

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Andrew R Dec 10, 2023 @ 8:23pm
How many hours?
Can this game be fairly long? How does saving work?
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Showing 1-5 of 5 comments
Randy Marsh Dec 11, 2023 @ 12:16am 
you do one run at a time, there's no saves, and the replay value comes in the variety of builds you can use to through as many waves as you can.

There's a lot, it's pretty fun, you can get enough time to make it worthwhile out of it.
Andrew R Dec 12, 2023 @ 6:38pm 
I really like it.

Is there an ending or bosses?
sockmonster43 Dec 16, 2023 @ 11:19am 
there is a boss at round 40, but I do not think that there is an end to the game
Froggo Dec 19, 2023 @ 6:45am 
Unlocked all achieves and have played for 3 hours.

I severely hope this game has more content added.
DJDiceZ Dec 23, 2023 @ 6:26pm 
Yeah on a conceptual level the game is great.

In practice it needs a loooooot more content to work, both in regards to enemy variety and items/weapons. One of the biggest problem is that there's really almost zero synergistic feel between all the items and weapons, and the balance is not quite up to par on some things.

You could have pretty interesting things like builds that rely more on slashing, some that rely more on ranged attacks, some that are more aoe/orbital/dot based, some builds that can deflect enemy bullets, the cursor could create shapes with special properties or do unique attacks depending on the motion... You could have items that increase the duration of debuffs, or increase damage dealt by fire, or poison like the mushroom (which really should do more damage with levels), killing frozen enemies releasing ice shards or having them shatter instantly when hit while frozen, increasing weapon projectiles, or radius of aoes, damage of explosions, grazing bullets giving a damage buff, brief damage buff after killing an enemy, some items allowing you to inflict certain debuffs in different ways, makes hearts explode and hurt enemies when full health, etc...

Thus you could have a variety or archetypes and builds rather than just "thing that damage in a way + other thing that does damage in a different way + other thing that does damage in a different way, etc..." and most weapons right now just release a projectile on hit or does damage around you. It could be interesting if chances were lowered but items could proc eachothers to a limited extent. Player damage decreased a bit in general but powerful synergies awaiting them.

Some weapons could duplicate your cursor, or they could shoot out mini cursors periodically, boomrangs, a ball that bounces when you hit it, or let you draw an electric field by completing a circle, leave traps, or a pylon (or tether to enemy) that zaps everything between it and you, etc... and weapons could have unique upgrade paths that modify them or special synergies between items like cacti and porcupine giving cacti a chance to shoot spikes when hitting enemies. Would be nice to see some weapons have cooldowns instead of hit chance, and weapons that would be more synergistic in nature too like a vortex that pulls enemies in so that you can hit them more easily, or a weapon that charges your next slash while aoe around you still do damage, etc...

Being able to stack some items like the shield could be interesting. Item frequency could be increased with the balance adjusted accordingly. And some weapons really feel like they'd make more sense as an item, like the crit one. Also difficulty modifiers. Perhaps some could increase the difficulty of a round the longer it goes on. And adding more enemies that might be dealth easier with a weapon rather than another, more bullet patterns, enemies that move or spawn more enemies, healers/buffers, enemies with protective walls that blocks movement and projectiles until destroyed, enemies with orbiting hazards or creating long lasting damage area or other area denial abilities, aswell as stronger enemy variants.

The "final boss" felt more like an overly spongey first boss, and blade abilities tend to be rather pointless. There could be a lot more than just these examples. Right now it's just silly fun but lacks actual depth.
Last edited by DJDiceZ; Dec 23, 2023 @ 7:03pm
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