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Graphics - The art style is cool. It makes the game look good without getting in the way or distracting the player. HUD is simple and unobtrusive, weapon effects convey their element, and the enemies are nicely detailed without being overboard.
Music - no comment. I listen to podcasts when gaming unless it has a story.
Gameplay - Pretty damned fun. Kept my attention for just shy of two hours, playing all four characters. Not too sure how I feel about the tasks, but I didn't mind them.
Balance - the moonerang (or whatever it is called) needs an increase in base power and the option to increase its width. As is, it is next to useless. It takes 5+ minutes to get two levels when starting, compared to the less than 1 minute for the others. The flying daggers...I want them to behave like they do in VS, but I can appreciate the different game-style it enforces. Also, the 'increase movement speed' power seems to do nothing at all.
Overall, I really liked the demo. I can't wait to play more.
also, we both agree, please get better music, the same chords on repeat drove us insane.
My only bit of feedback: Audio could use some fixing, I noticed it'd occasionally cut out when too many sounds are happening at once, and the lightning arc sounds are kinda awful, like a weird buzzing/crackling that sounds broken almost.
Otherwise I'm loving it, day one buy for my friend and I!
I'm hoping to see more depth before I start recommending it and looking to play more.
@KellyR & @Lord English: Thanks for your input! Balancing the game is an ongoing challenge, and we're constantly fine-tuning it to ensure a satisfying but not overly easy experience. Your feedback is essential in getting us there!
@Rei, @Santa's Little Trash Panda, & @KellyR: Friendly fire will stay, but it should always be avoidable and never feel unfair. Players should be able to avoid it, and being in the wrong spot at the wrong time should be the deciding factor.
@Zach Fett: We acknowledge that sound improvements are needed. Thanks for bringing this to our attention; we're working on it!
@jokeserver: Thanks for your thoughts. We're hopeful that we can win you over!
Admittedly if Necro Whirl did more damage it would be an even bigger hazard to you, but at least you'd have some sort of payoff in its risk/reward calculation. As-is, it's all risk, no reward really.
Even if it were changed to no longer hurt the caster, I'd still rate it pretty low for utility at its current level of damage when combined with its random and unreliable targeting. Since it does hurt the caster, it's simply pure fail. If I were ranking the spells, it'd look something like this:
S - Solar Pulse
A - The magic orb spell, Phantom Knives
B - The sword
D - Moonerang
Z - Necro Whirl
Like Moonerang is D rather than C, because even with its infinite penetration, it's not terribly useful due to low damage and low rate of fire, but Necro Whirl isn't even worthy of an F.