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Game looks fantastic and ran wonderfully and I appreciated the massive amount of meta-progression though.
I did notice that I never saw my Pansun count go up from picking up chests, at least in-game. Seemingly worked and added at the end but a small thing that could be fixed.
Other games like this I played had the option to forbid a weapons (technique here i think?) and passives (gear here). That normally works by giving you a number of forbids, lets say 10.
Then an unwanted gear comes up as a choice, you choose to forbid that one and the choice gets replaced with another as well as the gear in question never comes up again (it is removed from the poll).
Does temtem swarm not have that?
The same happens with having 4 slots, there are up to 6 slots for both gears and techniques but they need to be unlocked.
Nice!
There's also a massive lack of variety in the demo - even with the skilltree unlocked you're just adding small stats here or there - then repeating the same area for a BIT longer but with the same gameplay/build/approach again and again
Survivors games are about mixing styles of attacks attacks which have synergies - they're about herding enemies and defeating them en-masse - not spending long periods running away with the odd turn-back and - feels bad tbh
In fact this feels more like a 'single stick shooter' than a 'survivors' at this point - maybe that was the plan but the title sort-of suggests not??
Maybe it's just that TemTem - maybe others are more varied? If so, your demo isn't selling it to me...
I think only having one option to start with is a mistake.
The way I found to make the water dude work though is using Ki Aura and Scratch (might have the names wrong, but it should be similar). Ki Aura is great for dealing with the little guys who get close, and scratch - I think - hits the closest enemies. When you get Holster maxed out, Scratch does excellent boss and good minion damage.
I don't know if anything changed in the update, but I'm having a devil of a time with the electric Temtem this go around. All his abilities are "random nearby target (or worse location)" which is somehow even less fun than 3x forward-facing abilities.
I still haven't figured out how you're supposed to take the control point at like 6 minutes on the first map without taking oodles of damage. x_x
Game has promise, love the art style, models, animation, and music. But the abilities need to be reconsidered. Imagine - for a quick example - if the Toxic Spray ability shot 3 rotating poison sprays out of the TemTem, and Holster added beams.
I was fine with the second Tem after some upgrades though.
I never really figured out how to unlock Tems though. Didn't even realize there was a third. That may need to be more obvious. Unlocking characters should be highlighted somewhere.
Not a huge fan of the skill menu either. Seems more confusing than anything. I'm not sure if there's logic to it, but it felt laid out completely randomly, and I wasn't really sure what I was looking at most of the time. It doesn't just have to be a menu, if you want to get fancy. But This strange, unordered blob of hexagons doesn't really do much for me, personally.
Really enjoyed the demo overall though. Not going to play more, since progress probably won't carry over, but I think it's a great demo and a fun start. Some small QoL stuff that could be fixed, but with some updates, it seems like it should be a great addition to this genre.
Yup - but you can't do much damage to the really big enemies with those so you have to fight the 'facing direction' skills which isn't any fun at-all
There are quite a few 'survivors' where existing games have been adapted to the format and which failed because they didn't understand what makes the genre work - it's ALL about being able to survive enormous hordes of enemies - even standing-still - by combining auto-targetting AND auto-firing skills - it's not an ARPG, you don't need to dodge/evade/time your attacks etc. etc.
I'm going to give it one more chance - see if another TemTem improves matters - but as-is, speaking as a 'survivors' player - it's not doing it for me at-all.
p.s. if the devs want an example of a similar game which does everything right - Goobies is the game they should play first - or just play Vampire Survivors perhaps ;0
I tried both mouse modes - nowhere near as good and keyboard just doesn't work for the 'forward facing' stuff AT ALL
I still think it's more "single stick shooter" than anything else - a lot of 'survivors' are closer to 'twin stick shooter' and that's OK >IF< the controls work but as-is, that starting TemTem is HORRIBLE to play on keyboard and not a lot better with a mouse (and bearable but still not that much fun on a pad)
The fun in these games is becoming a bullet hell yourself. To dodge death and damage through clever movement or raw power. But this demo made me feel like I was trying to climb a 20-story stairway in a wheelchair. ♥♥♥♥ that.
It's a shame because it's a very pretty game with a neat idea, but I don't see it going anywhere if they don't drastically improve how it feels to play. If the game doesn't feel good quickly, it will be refunded by a fair number of players. It's fine to lock stuff behind lots of progress, but what's there to START still needs to feel good.
Goobies (demo) was a fun little 2 hours distraction. Thanks!