Deadzone Rogue

Deadzone Rogue

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Potential Bugs, Feedback & Suggestions
Friend and I tested the game for a bit and these are our thoughts.

Potential Bugs
- Players sometimes are unable to pass through the next zone if standing too close to the doorway after the boss dies.
- Some items weren't being detected properly (I can see the item on the floor, friend had to pick and drop it for me to pick it up)
- Friend kept glitching into the wall/ceiling when he double jumped
- Maybe not a bug but could be optimized better, we realized companion bots will stand in poison/not follow the player even when there aren't enemies around
- Unsure if bug but sometimes when using an axe to start the fight, the battle commences but there is no damage inflicted on the bot.

Feedback

The Good
- Game is fairly optimized and have decent fps even on when settings are on High for an early release/demo version.
- Love that even in demo, they allow co-op opportunities with friends. Plays out differently when in a team, allowing players to revive at the end of the round instead of a full restart.
- Variety of weapon types that allow players to try different builds/play styles.
- Allow replayability with different mix of perks, augments and weapons.
- Traits carry over game to game, doesn't feel like you're only putting in effort for that round.
- Definitely strong potential to become a great game and have lots of areas that can be explored
- I enjoyed the idea of allowing players to scout the maps in stealth to plan strategies on tackling the enemies

The Bad
- Maps felt a bit boring after a few rounds since they don't give much variation in design.
- It felt weird that some playthroughs we get a lot of item drops, and on some we get barely anything.
- Scoped snipers don't do enough damage for the trade off to being more mobile.
- Some shotguns have horrible, horrible accuracy even when standing right in front of enemies.
- Melee feels really underwhelming even after maxed out augments (unable to one hit with Backstab smaller mobs etc.)
- Crouch feels almost pointless and underused/no point in crouching
- Fire's DOT feels underwhelming in damage as compared to other elemental CC/debuff But I still don't know what void does
- While scouting the map, companion bots are stuck at the entry way

Suggestions
- Maps could have a bit more variation in design, such as having special zones or lootable crates.
- As above, the game could reward players for taking the time to explore every nook and cranny of every floor.
- Page or pop-up when hovering over element that explains how each element works or provide damage numbers.
- Lightning bounces + increases crit chance
- Cryo slows + chance to freeze + chance to shatter
- Fire DOT + chance to spread fire + chance to combust
- Void I have literally no clue what this does
- For elemental augment, different elements could be used together to create different combo effects (provides more reason to use different elements in the setup instead of just a chance to stagger)
- Provide faint outline on enemies as they sometimes blend into the map (I know there's an augment for this)
- Or be able to tell the attack patterns of enemies more clearly instead of coming out of shelter and getting shot in the face without warning

May edit post as we play the game more :)
Last edited by Eujiboo; Mar 20 @ 5:57am
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Showing 1-3 of 3 comments
Condor Apr 30 @ 2:42pm 
When respecing Superior Items, components are lost despite the description
Na'vi Apr 30 @ 4:42pm 
Void does ♥♥♥♥ tones of damage possibly best in the game with tendrils
Tdp12 Apr 30 @ 4:47pm 
Sometimes I can't fire my gun until I pick up another one. Also, just played a round where half way through I lost vision of my surroundings. Still had HUD, and occasionally my surroundings would very briefly flash in but then go black again. Not sure what caused it.
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Showing 1-3 of 3 comments
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