Deadzone Rogue

Deadzone Rogue

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General Diagnosis- Overall, very positive!
I enjoyed the hell out of Deadlink, haven't played it in I think just about under a month, but when I was playing it, I sunk a lot of hours into it with close to 8 hour game sessions just grinding the hell out of it, and I plan on doing the same thing here!

While this game doesn't match the movement and maneuverability, I am completely okay with that. I feel that the devs are at a good balance between having fair fights, but still keeping a challenge to it. Only nitpicks I could say I have is:

-The slug shotgun, (I forget what it's called) I feel is a little bit under-powered, plus, the hit detection feels a little disconnected when you aim at their heads, especially when you are aiming at the top of their scalp. This is especially apparent with the first batch of melee-only enemies. I can't tell if they are a light blue or a white-ish color, but they also have spiky heads I think.

-The accuracy for some guns, especially smgs, could be better as well.

-I can't believe I'm saying this, but I feel the augments are a bit over-powered, like, a lot of the percentage increases are massive. So i'd say maybe reduce them by like, 5%, something like that? I don't know, maybe 10% would suffice even more. Honestly, I'm not even sure about this point myself lol, I think I was just very surprised how much of a power-up the augments are.

-Some enemy nitpicks: the guys with the big hammer and lit up, bright purple, skull face I think need to have a little lesser of a health pool, not so much because they hurt when they hit you, but because sometimes there will be 4-5 of those guys, plus the purple corruption missile launcher guys, plus the guys with the big shield. Same thing I feel goes for said purple corruption missile launcher guys, I think they're health pool could be a bit less. Other than the primary enemies, the first boss you face is pathetically easy and very obviously telegraphed in terms of his move sets (which you can easily just use the pillars to make him get caught on and/or just dodge left or right right when he is about to do the dash strike move. His health is just fine, just takes a little bit to kill if you don't have the necessary equipment. I also think he could hit a tad harder, but that's really it.

-Grenade recharge rate, I feel, can be increased by a little bit more, as it feels like once I throw a grenade, I won't even be able to use it until the next area because it takes so long to recharge.

-Overall optimization fixes are always welcomed as well. For some reason this game runs at a pretty low FPS (sub 100 fps) if I have the graphics on high without ray-tracing effects (don't care for them really), and I most certainly have more than enough power coming from my rig to run this game, I'm sure of that.

That one section where I talked about all of those enemies in that one room in the description above, that's where I died last night with all purple gear and weapons. I just felt it was a little cheap to die to being overwhelmed by bullet spongy enemies that are just spammed at you, rather than just running away, looking behind, shooting, dash away, repeat. Maybe it was because of the lack of dashes or even movement speed that I had (I know that you can get movement speed upgrades through armor and also augments, which I had plenty of. I'd say if it hasn't been added already and I just haven't gotten it yet, maybe add an upgrade that either gives you an additional dash, or a substantial increase to the recharge rate.

Please correct me if any of these upgrades are in the game already and I just haven't got them yet, as I only have 86 minutes in the demo as of writing this post.

So far though, this, Witchfire, and Delta Force Hawk Ops, are the only games off the top of my head, that I'm excited for, and look forward to playing the final versions of.

Awesome job so far devs, pretty much hit the nail on the head with this one!:steamthumbsup:
Last edited by The Hardcore Cracker; Feb 21 @ 1:50pm
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>Update: Just got done beating the final boss and completing the main zone. Nice little "twist" reveal as well. I hope we get to delve deeper into the lore with the full release.

Really fun stuff, final boss I'd say was just about right in terms of difficulty; definitely didn't expect certain "events" to happen to make it harder, especially while grasping onto dear life with only 36/150 health left and the 50 odd shield that was at 3 by the end of the fight. A$$ was indeed clenched lol. Going back in for more!!
>Further update: Have beaten the game multiple times now on increased difficulties and am still thoroughly enjoying it. I'd almost say that a lot of my "nitpicks" (except for the hit-boxes, registration, and health pools) have become obsolete because I realized on my first few runs that the tech upgrades stick with you, which is pretty much a necessity to upgrade before tackling the higher difficulties.
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Date Posted: Feb 21 @ 1:19pm
Posts: 2