Blood Typers

Blood Typers

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I played the demo and bought the game before my brain convinced me otherwise!
Playing the demo & buying the game didn't immediately let me leave a review, so consider this post to be a review/comment of sorts about the demo version. Beware, long rant!

I am now a casual gamer, and don't really play many titles because a lot of them seem like a commitment. In contrast, arcade-like titles are more appealing in the sense I don't have to learn a lot of things to start playing.
The intro section was impressive since the cutscene was short and only told you the bare minimum of what you needed to know with sufficient walking exercise before meeting your first enemy. Being introduced to the commands was strange though, I assumed clapping would make something happen due to the location but it was probably the only way to introduce the communication mechanic without overloading the start or the F1 menu.

It's worth mentioning that what drove me to try this game were the inclusion female characters, something missing from the otherwise fun Typing Of The Dead series (as far as I know). Their diverse visual designs paired with their blank slate-ness allowed me to immerse myself in the game, which wasn't possible in most survival horror titles. Really, thank you for that! <3

As someone that reads EULAs of software they get into, seeing the contract text constantly be changing and having zero ways it could possibly benefit me was hilarious - of course, the only way of saying no was for me to quit my use of the Software, but this is a game so of course I pretended I liked the agreement enough to, well, agree.
(Read your EULAs, kids! If it makes you feel uncomfortable, then reconsider your use of whatever game/software it's tied to.)

The balance of gameplay and atmosphere is fantastic! The default camera movement speed emulated the feeling older Resident Evil games had and the walking speed felt appropriae to not make you feel like rushing through the game while still letting you "buffer" text beforehand if you already know what their inputs are.

Things that I feel could be better:
- I live with family and could get called to do anything at any given time, and was surprised to find hitting Esc did not pause the game. Later in my playthrough I found sitting still when the circular skulls gauge wasn't full essentially worked the same. I think pausing would be an improvement even if limited by singleplayer/difficulty choice or even limited in quantity.

- Being able to rebind more buttons would be nice, I found myself frequently hitting the Steam Shift + Tab when looking around to the left. Also they were not rebindable with keyboard, which was a bit of a shame since their individual buttons were so dang small. Maybe the options could be split into two columns so the individual elements could be bigger and thus easier to read.

- V-Sync or the appropriate frame limiter being on by default would be nice (apologies if it's the default and I just didn't notice). It ensures the game only renders as many frames as their monitor can handle while avoiding the system from being overworked and heating up, especially since there's not a lot on screen. And it lowers the heat coming from the computer, so what's not to like for the average user?

- This is complex to code and does not affect the game too much so it's not necessary, but more stats for the end screen like average typing speed and accurately typed words would be neat

Overall I'm very pleased with the game and bought it in the hopes it will encourage y'all to keep stepping in the right direction. I was truly excited about it when I saw someone sharing it, and this demo that y'all provided for free just DELIVERS. again, thank you so much!