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I think simplicity is the key to the game. It sounds like you want to play a game featuring the tight controls of a Mario Bros. game, the strafing mechanics of Unreal Tournament, the weapon variety of the Fallout Series, the level\vertical design elements of Assassin’s Creed. Let me know when you find that game, I sure would like to play it!
The game is simple, but profound. The design elements are bare, I agree, but overall the aesthetic is unified. The game does keep me coming back for more despite owning some of the games you mentioned.
How about suggesting features you would like to see in the game instead of complaining about what it does not have? And suggest ways in which what you would like to see supported by specific examples? Complaining will just result in being ignored and labeled as a complainer. Offering constructive criticism and supporting an argument with thoughtful solutions earns respect by anyone willing to listen. That is fact.
I don't think the developers made any of the claims you complained about as being missing. Your rant gives me the impression that you expected certain features to be included, but are not. Personally, I like the game. I like it's minimalistic design presentation. Some things I would like see would be some environmental effects such as lighting system. For example, needing to use torches to light areas of the map. Or volumetric fog to shroud areas.
Man, I bought this Toyota Yaris and it does not have the 3.2 litre turbo Audi engine, it does not have climate control like a BMW 535, it does not have GPS like an Escalade, it does not have a tire pressure indicator of a Passat, etc. What was Toyota thinking?
I didn't try it out, however.
I don't think the mana management is unreasonable. This is ammo management, a basic skill of FPS games, and falls firmly under the "git gud" category. If you make a point to grab the mana pickups instead of staying hanging back and clearing the whole room from one spot, and you don't use nukes just to clear carrots or 1v1 magic armors, you're not going to run out of mana. If you still do, there are characters and perk cards you can choose to make your mana go further, and you can keep in mind that some weapon choices are more mana efficient than others.
The platforming is definitely different than most games though. Part of the problem I think is the lack of feedback you get. When you jump, all you hear is a grunt, and when you land, you hear only the faintest footfall. There needed to have been a solid jump and land sound. This is what makes jump puzzles in Half-Life's first-person platforming not a disaster. Well, that and more midair control.
Strafe speed is exactly the same as forward speed.
There's a little inertia but in general is pretty low and manageable. A bit higher in-air if I'm not mistaken.
Yes, this is true. It's mostly an issue related to enemy behavior: The more complex the level layout is, the more problems enemies have to reach you (so the easier the game is). For example, close quarters enemies are really easy on vertical rooms (unless you drop on them), and AoE enemies are really dangerous on small rooms. So in general the game tends to have rather open areas with a few obstacles, and most enemy behaviors are designed around that.
Sorry but this is a plain lie. Sure, there may not be enough mana at all times so you may have to fall back to the wand at some times (depending on perks and specific weapons), but that doesn't mean you can't choose the right tool for the job and decide when it's better to use a powerful, high mana usage weapon or a more economic one.
I think the problem with this is the lack of feet below you, which makes you believe you can get a bit further than you actually do. When doing jumps (in this and many other FPS platformers), there's a tendency to stop movement before reaching the platform. The game isn't that demanding on forward precision when jumping, so it's usually better to land a bit forward to avoid that from happening.
I don't really understand why you say the game uses Tank controls, it uses a standard WASD+Mouse layout.
As for us not caring, maybe you don't know we did an Early Access and most people were really pleased with the way we covered it. It's just that the game was released almost 3 years ago and we haven't done updates for a while (we're however gathering all feedback for future developments).
I've been trying the Steam Controller with this game lately and it's working out well.
+1
Its a totally competent game technically. I mean, it works, and certainly is a game. But thats about all I can say about it thats positive.
There is a simple answer to this. Look at your legs. Unless you are some kind of crab or something, you should notice that your knees bend backward, and not in some other direction. Because of this, it is highly unlikely that you can sprint as fast sideways as you can forward.
As for the game, I don't see a reason to complain about not being able to sprint sideways, since the default movement speed is reasonably fast as it is. You're already running. The sprinting speed is much faster than the speed you'll be able to move in most other games, so it can be thought of as an enhancement to your existing movement, rather than a limitation. Sprinting is for those times when you need to quickly dive in and grab some item drops, or to escape when you're surrounded by enemies, or to speed up running from one room to the next. There are also some perks (as well as unlockable characters that start with them) that allow you to move at even faster speeds.
Honestly, I find the game's controls to be perfectly fine. It sounds like Ziggurat might control a bit differently from some other games you've played, and because of that, you dismiss the game as having a problem, rather than bothering to attempt to learn the controls.
I've found the weapons to be quite varied, and you unlock additional weapon pickups the more you play. You may not have noticed, since you probably didn't play long enough to pick up more than a few weapons, but there are a number of different weapons that can be carried in a given slot, and even the default wand will behave differently depending on which unlockable player character you use. In all, there are around 30 different spellbooks, staves and alchemic weapons, plus a different variation on the base wand for each character, each with an alternate fire mode. In your limited time with the game, you probably only tried a few of these, and jumped to the conclusion that those were all the game had to offer.
That game just came out a few weeks ago, while this one is almost a few years old. As such, its developers had a chance to play this game, and build off its ideas. And apparently they liked Ziggurat, seeing as the developer who posts the most in their forum has played 44 hours of it. It's certainly possible that they improved some things, and maybe you feel that game fits your individual preferences better, but that doesn't mean this game, released years earlier, has a problem for not being exactly like it.
Seeing as Ziggurat has around a 90% recommended rating on Steam with over 2000 reviews, the vast majority of players apparently don't feel that it's a "bad game". And from what I've seen in this forum since I recently got the game, the developers are still fairly active here even years after its launch, and seem to take part in conversations and listen to feedback. They obviously can't please everyone, as different people will naturally want different things.
Also, claims like "It's not even an FPS game" are downright silly. It's a game where you shoot at things from a first-person perspective. That is pretty much the definition of an FPS game.