Next Up Hero Beta

Next Up Hero Beta

AspyrWoo  [desarrollador] 7 JUL 2017 a las 7:53 a. m.
Reviews
Please use this thread to indulge us with your early game reviews. For any single-item or granular feedback pieces, please drop those into the gameplay feedback thread. Instead, please try to keep your high-level thought bubbles into this space.
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Mostrando 1-15 de 31 comentarios
Joseph 7 JUL 2017 a las 7:58 a. m. 
The game is good so far. Just work on some issues some other players had and maybe work on having keyboard/mouse control since a lot of people are wondering about that
Useeria 7 JUL 2017 a las 8:01 a. m. 
I really like the gameplay of this. Very fun and challenging. Made it to level 2 on one of the maps was surprised to not regain any health but certainly makes for a much more cautious approach. I cannot wait to play more.
Aulophobic 7 JUL 2017 a las 9:06 a. m. 
As of right now, there are a couple things that need some work, but otherwise, it's a great start. Doubledown should be buffed, you should add mouse and keyboard control (although you're aware of that right now) and maybe a better tutorial. The tutorial was a bit vague, but it wasn't the worst. Just add the option to make the text go faster when the people are talking. Aside from those, the other characters are really welll done and fun. Rook and Widget are my two favorites so far. It is very challenging and entertaining to play.
V 7 JUL 2017 a las 9:15 a. m. 
Review for V1.0.0Beta

Characters
So far the mix of abilities and gameplay mechanics of different characters is spaced well enough that they each feel different, each requires different tactics and have their own nuances to keep them seperated.

DoubleDown has some minor issues concerning his unique ability to regain health, a skilled player can easily kite enemies dealing massive damage and finishing with a health steal and dashing back. This results in needing a sizeable crowd of enemies to take down a player fast on their feet. Also he seems to be able to attack as fast as the player can pull the trigger if he is moving but is limited to much slower attacks if the player is stationary or simply holding the trigger, consider implementing something along the lines of "time since last attack" cooldown, unless this is intentional of course.

Rook has several unique gameplay traits that are quite well balanced this early, her main attack continues through enemies but only ever fires in what I'm guessing is about a 60 degree angle from either side of her, curving to a point about 8 feet ahead of her and resulting in double damage for anything in that sweet spot, very good for players who can lead a shot or group their targets effectively. Her secondary attack transforms her into a single boomerang, but I'm unsure if there is a damage boost to compensate for for only one projectile as such, but this could easily be a case of balancing the fact that you can guide yourself through a crowd dealing damage. Wether or not there is a defence boost I also haven't yet had a chance to properly confirm, but you can end the effect of her special attack with another pull of the left trigger and reinitiate it for sharp turns.

Paladrin, as his name suggests, is your average slash until it's dead style fighter, boasting both the highest defence and health he's a great choice for those who want to head right into a fight, especially as he has the second highest speed (a mere 1 point behind Widget's 31) all in all making him an ideal first pick for new players. His shield throw ability is a basic ranged attack to offset his melee style, but I've found his melee range allows him to attack a lot of enemies who cause damage in an area around them without actually having to step into said area. For example the charging golden ball enemies that attack an area around them after their charge can be safely attacked in melee combat by Paladrin with only a minor amount of fine tuning your position.

Morta (cute name) is an entirely ranged combatant capable of attacking enemies well outside their aggro radius. Her rocket launcher has very good range and fire rate for the damage it does, balanced mostly by the sudden drop in speed when fine aiming, stopping players from indefinitely kiting enemies with a solid hit chance. Her secondary attack differs from others in that requires that the right trigger be held while the right stick is used to direct a crosshair over to your intended target, then release the trigger the fire the rocket launcher like a mortar an artillary shell, damaging everything in a large radius around the blast zone. It might be worth noting that the crosshair in this build of the game in no way shows the area of effect of this attack.

Widget is for all entrenched land porpoises the technician of the group, with his turret deployable and bombs. Widget has the best speed stat of all the characters in the current build, and I suspect that may be to counter his inability to move when charging up his main attack. Pulling the right trigger begins a charge that when released will send out a small drone that heads in one direction until it meets an enemy and self destructs, travels a set distance and explodes, or is detonated by the player manually with another trigger pull. From what I've been able to deduce, the time spent charging the drone corresponds to the overall damage it deals, but it could also have an effect on the blast radius, and as the drone detonates a fair distance away if it's blowing up on enemy proximity, it would be best to charge it to full whenever possible, especially if you're aiming at a crowd. Widget's turret is unique in that you don't need to concern yourself with it once it's deployed, as it will automatically target enemies and periodically fire a shot to deal what so far seems to be guaranteed damage to that target. The turret does not last forever however, and will destroy itself after a set period of time, and possibly after a set amount of damage.

UI
After choosing a character you're met with a screen showing you the current active games that are available, or if you've previously entered a game or you've started one that's still active, they may not be joinable, as you cannot join the same game you've played until someone else has joined it. Game difficulty and map type are clearly represented by the theme of the grid piece and the number of stars displayed inside for easy recognition, and more details are given such as the time the game has been live, the time until it expires, the player who started it, and the players who have played the most alongside their progress and that level's boss health at the bottom of the main display on the left of the screen. New games are easy to set up with a well laid-out UI that can be brought up in one button press, with all the options for difficulty, theme, game privacy, and an option to increase special enemies with a deposit of the game's play-to-win currency.

Upon entering a game you can see the player's stats in the top left represented by three containers, the green is your health, blue is your special ability, and the yellow is your dash (dashing isn't covered in the initial tutorial and it is currently left to players to hit the left bumper or L1 button to discover it outside of the control menu, which you may want to consider highlighting for players new to twinstick shooters).
Dashing will use up the entirety of your dash bar, whereas different characters special abilities will consume varying amounts of the special meter. The special and dash meter will recharge over time, but health may only be brought back with the help of other heros you resurrect to form a specific ancient, or Doubledown's special life steal ability.

In the bottom right of the screen you can see how many enemies are remiaing in the level (If this doesn't appear for you, pressing the Start button on the Xbox One controller toggled it for me) and this number seems to turn green when you are clear to move to the next level, if you don't want to finish off every enemy in the map.

Gameplay
The main focus of the game so far has been to clear an area of enemies and move on to a boss style area, with occasional special enemies spawning in the earlier stages with their own health bars to indicate them as a sort of miniboss.
Most enemies have either a visual or audio cue that can be used to dodge attacks or prepare your own, so it only takes a few encounters to learn how to work your way through enemies.
Killing enemies will make them drop the game's currency and small blue orbs that hasten your special meter's recharge, and on occasion will also drop small trophy-looking items that aside from a different item pickup jingle do not seem to have any use at the moment.

While you cannot play the same level twice without someone else first trying their hand at it, you can join a queue-like system where you are instructed that you are wainting for someone else to finish their run, unfortunately there is no video spectator system in place so you are met with a black screen and some text, but it's early days and you can hear from the other person's audio if it's getting close to their run.

As with any twin stick game you have to juggle the finesse of aiming your weapon with the speed of freefiring in the direction you're looking, making sure to avoid enemy attacks and hoping you don't hit any of the invisible-until-triggered spike traps (me and the spike traps are not friends, they've ended my runs more times than anything else.) and hitting your goal to unlock the next stage.

So far the only purchases you can make with the game's currency are new skins for your characters, and the option to get more special enemies in games you start, but I'm eager to see what else becomes available in the time ahead and in the full release.

=============

Overall this is quite a charming game, with unique characters and enemies that don't feel too repetetive to play as or face off against, gorgeous tile based level design, and the unique style of play that makes you cooperate with the rest of the community to overcome challenges that one player couldn't compete with, the only issues as it stands are the spike traps and lack of any settings to change, from input devices to resolution, which can be quite an issue for anyone not using the devices that the developers have enabled, or people running less powerful setups who just want to play at a decent speed.

In it's current condition, I will absolutley be recommending this to my friends, but of course telling them about the limitations.
I hope to see realtime cooperative gameplay soon, but regardless I can't wait to see what comes of this title in the coming months.
Última edición por V; 7 JUL 2017 a las 9:16 a. m.
martin 7 JUL 2017 a las 9:57 a. m. 
Straight off the bat I would like to thank RoosterTeeth for the awesome privilege for a sweet Beta key and mostly like to thank Aspyr Media and Digital Continue for creating a wizard game.

So let's get into it, the title screen for the game is an eye catching one which is accompanied by a great title screen music. The soundtrack is very fresh, a nice set of tunes to listen to whilst playing or if you are like my and personally like it a lot you might just sit on the menu screen or any character choice titles just to listen to it some more. The music in the game also goes very well with the combat, it lightens the tone before being mushed into the ground by a giant hammer or whilst being overran by orange penguin miniature bear guys ( I truly no idea what they're but they sure hit like a brick wall if there is a lot of them).

Now to the important part, who to select as your hero! So far there are five awesome heroes to choose from. Doubledown your melee guy and life steal, Rook with the ability to become a flying boomerang which is pretty frickin' cool, Paladrin which is your overall character good ATK and DEF but did I mention a Captain America styled shield for all you Marvel fans, Morta a rocket launching beast and my personal favourite Widget who is able to blow up his enemies with remote bombs and along with turrets which one can be a flamethrower when you get the prestige skin, pretty cool right?

The session screen is nice because it shows you how many people are currently playing which levels, the difficulty, who made the session, how many echoes are in that level, your attempts and how far you have got within it and who has managed to get top throughout the level (no name of player who managed the furthest), who has got most kills, who has played the level the most and the most echoes revived.

Feet first into the thick of the action you've decided to play a session you get teleported into a realm, currently there are two choices tundra or forest both are equally cool (which are selected when a player or yourself creates a session), the game is very easy to pick up so don't worry too much and also has a nice clean simplistic UI. The enemies are found in groups and there are rare enemies every so often which are stronger. One of the things I personally like is that you can see how many enemies are left throughout the level by pressing start on a Xbox controller another neat feature is when a certain amount of enemies have been defeated by you and your echoes, you can proceed to the next level or if you want to clear the entire level you can do that as well.
The art style of the enemies are pretty and very well done with a nice colour palette, a good amount of detail on the enemies. So far my favourtie enemy is the floating tree man ( sorry don't know the correct name) with a nice colour style and design for an enemy.

This being a beta has blown me away there are some many good things so far within it, I have encountered a few issues but they haven't ruined my experience because even some triple A titles which have been released have tons of issues. The issues are an infinite loading screen which is common, won't be the first or last game to have that ( looking at you Bethesda) and just a duplication of my character which happened to stay in one place and was killed when I was on another side of the map. It was slightly annoying but as I said and will say again it didn't and won't the gaming experience.

I am very much looking forward to the final game in Early 2018, the game is based for the community to complete and work together at separate times to complete the levels. It is unique in that sense which I personally love that everyone has to work together. Every death shouldn't be annoying for you as you are helping someone else and vice versa. So with that said and done I am going back to the game and you're up next.

-Marty

Amndka 7 JUL 2017 a las 5:23 p. m. 
Next Up Hero has a lot of potential and at first glance, looks pretty polished for a beta game. When you play for a while though, the beautiful art, logos and clean session selection screen kind of fall to the back and the real game experience comes out.

When starting the game, the "tutorial" feels a little awkward and isn't long enough to really be of much help. The movement basics are there but the gameplay and button mapping is not. Not to mention for a game on steam, it seems to use Xbox controls (luckily I have a controller for windows). It was really hard not to be able to be introduced to all the characters. I was expecting the three shown in the tutorial only to find out there were two more heroes that I was too afraid to try because I didn't want to have to figure it out as I went, dying along the way. I think having a little tutorials menu and a short moves-only tutorial for each hero would be good. Almost similar to Overwatch's training range if you will.

Next I got to the session selection screen. It's a great idea to be able to resurrect past players and for them to help you along the way and still be able to constantly find a game however I had some issues with the queue system. First, there's no way to know if someone's already playing that session until after you've loaded in and then depending on how good they are, you could be waiting a while if you're really dedicated. An easy fix would be to incorporate spectating so at least you're not staring at a black screen while you wait.

The actual gameplay was... fine. Luckily this is still the beta so there's still lots of time for improvement! It really does have the potential to be a super fun game for literally all ages (because who doesn't like killing stuff and children would enjoy the bright characters) but it's falling a bit short for me right now. I played almost exclusively on easy and it was WAY too hard. I couldn't make it through a single level. The difficulty also might be related to the lack of tutorials but still, dying at around one minute into every session got old very, very fast. The only other thing that bothered me was that if you accidentally hit "B" it boots you out of the session. I would much rather see the exit button in a start menu where it can't be hit by accident.

While Next Up Heroes is a perfectly fine game as it stands right now, I can't wait to see what the dev team does once they take all our feedback to improve the game! Then I think it could be something super addictive and awesome. I'll definitely be checking in from time to time to see what's been changed. To everyone playing, have fun! And to the developers, good luck! You're going to have a lot of positive support from the Rooster Teeth family :)
FortyOneDZ 7 JUL 2017 a las 7:10 p. m. 
Hey Guys

Thanks for the free Beta Key for such an amazing game.

Since I live in South Africa, I can't attend RTX. But to make up for it at least I get to take part in the beta for this amazing game from the developer of one of my favourite game series, Scribblenauts. And I couldn't be happier.

I have been playing this game for almost 7 hours with hardly a break, I am officially addicted. I think the reason I have been drawn to Next Up Hero is the same reason I fell in love with Scribblenauts, the game mechanics are extremely innovative. It's unlike anything I've played before.

Since the game has no real end-game as far as I have seen, I created myself the personal goal of defeating a boss. After reaching level 10 4 times, each time it was just outside my reach, either because nobody attempted the session after me or because I'm assuming someone else defeated the boss. (While writing this I went back and incapacitated Syren) - Despite not reaching my goal I never once felt cheated and kept returning for more punishment and enjoyed all 6 hours of it, but now its 4am and I would love to continue, but unfortunately I have work in a few hours :'(.

Oh and despite all that I've still played as Widget literally 99% of my time playing and haven't encountered a rare monster. I guess that can be my goal tomorrow (actually today).

On the gameplay side, the Negative Feedback I had was:
1. The resolution caused off-screen text, but I am assuming that will be fixed the resolution menu is finished.

2. I wasn't entirely certain at first if the expiry times were in minutes or seconds

3. The melee characters felt squishy

4. It would be nice to be able to distinguish my spikes from those created by the Armadillo monster.

5. After my first few levels I found very little incentive to continue exploring after killing enough monsters to progress.

6. The shield carriers don't get close enough to bash if you stand still.

7. I feel like Widget is overpowered. Although it was nice to have the choice of taking it slow and tactical, or rushing in with him.

8. Widget's bomb doesn't seem to travel as far if I send it downwards, but that may be because of the viewing angle, or aspect ratio problems.

My Positive Feedback:
1. The controls are absolutely fluid and intuitive.

2. It has kept me hooked, and makes me want to come back, despite being an extremely early build, released mere hours ago.

3. The Echo mechanic and the Ancients felt new and innovative despite the resemblance to One Way Heroics

4. The fact that I had to wait for other players to attempt a session made it feel like we were working as a team. And eventually finding the leading player's body was a bonus.

5. The fact you offered the choice of kill/incapacitate pleasantly surprised me.

6. The style of music is fitting for the gameplay.

7. Despite being fast-paced, I still felt relaxed.

I never regretted being a First Member, and getting this key was just icing on the cake.
I can't wait to see what both Rooster Teeth and Digital Continue have in store for us.

HERO UP!

- Aidan
C3R133RUZ 7 JUL 2017 a las 7:20 p. m. 
At the moment, the game looks good and like it has a lot of potential to be great, but has a long way to go and must work on improving many aspects of the gameplay before it is ready to be a fully published and on the market game rather than a beta or early access title.

The art style of the game is fantastic and one of my personal favorite parts of the game. It does get strangely different when in the tutorial, what might be considered as the "real" characters look completely different than the style of the rest of the game. But the variations in the multiple different monster and world designs and even character designs look very interesting and different even if you are coming across similar enemies or parts of the worlds. Personally, it made me really interested in seeing the concept art of some of the characters or enemies of the game, which could even be implemented as an unlockable extra through the game or something.

The levels are large enough and varied enough that you are not hit by too much repetition even though there is not much level differentiation. The dungeons seem just as randomized and just as intricate as other procedurally generated maps from other games like Binding of Isaac or Rouge Legacy, and are large enough where you may not get bogged down or surrounded with a multitude of enemies you are trying to fight at the same time. The levels are also large enough though, that when there are not any enemies close to you, it starts to get a little tedious or boring moving through large paths of nothing until you hit the next group. Also I do not know if it is specific to the rolling enemies with spikes or just randomly placed in levels, but the spike traps on the floor are basically invisible and do not really have a way of being countered. It just seems to be an entirely unnecessary life drain that you can not escape, which strongly hurts the game as a rouge like system without any health regen or items.

The gameplay is what I feel that the developers really need to work on and bring up to better standards. I have not had any bugs, crashes or problems with the game yet and have played through each of the characters at least once, which does give a lot of merit to the people coding and optimizing the game for different systems that people have. With that in mind, the game plays quick and can be played in short bursts or you can sit down and play for a long time. This is a great aspect of the game and lets me keep the engagement with the game up no matter if you can only play for five minutes or three hours. The pro of being able to play and engage in the game quickly is then dampened with confusing level select screens and long loading times some times. At times it may jump you right into a world to play but others may have you waiting a bit and then there are others you must wait for another player to finish. Which then brings to mind a question of why for a largely seemingly single player game, must you wait for another player to complete a level and why are there no single player levels that do not rely on other players in the community to create or play through. I understand that the community dies in the levels to give you the more random generation of "spirits" to fight with, but I feel like the same or similar could be randomly generated in stand alone single player levels than having these sort of "community created" levels that you must go through. Also I felt like that as the game seemed more comparable to a rouge like game, although I do not know what the developers want it to be, why would you at all be able to go through the same level over again when a strong point about the gameplay is having procedurally generated maps which change the game each time you play, bringing you back over and over. I do like the idea of waiting for someone else to complete the level before you to be able to play it again, but feel like this gives for a reduction in what is already making the game strong. The developers may want to institute something like the way Binding of Isaac does the levels if they still want to allow repeated playthroughs, where each time you play you are given a randomly generated dungeon and seed, and if you wish to favorite or replay the dungeon you can copy the seed down, otherwise you are able to play through constantly changing gameplays.

Like I have said before, I have played through some of the game with each of the characters. I found that the "focus" part of aiming was an extremely helpful addition to the game and generally made for better gameplay than when I first started playing and completely forgot about it after the tutorial. As in the "level" select screen and with the character selection and controls, there is very little information telling me anything or even how to proceed or what anything does. If it were not for finally noticing the help button on one of the screens, I would have never understood what half of the things that were there meant. There was still way to little information about anything on the other screens as well, and even the tutorial did not help or explain much, even leaving out controls which I only found from the option menu in the control schemes. It also seems to have very little point to having much of a full controller support while leaving out mouse and keyboard when you are only using about two to four buttons on the whole controller. Speaking of which, there is no way to pause or bring up a menu during a play through unless you die, as when you are playing, all the menu or start/select buttons on the controller either do not work or bring up a ratio of monsters you have killed. The actual fighting of enemies through the game is actually really fun, but from what I played, it seemed as though any of the melee characters were pretty much useless. I either did not fully understand a couple of them or compared to any of the ranged characters, the melee characters were more easily stunned or status affected causing them to die quicker and were surrounded easier and seemed to have less maneuverability as they had to be up close to the enemies or were seemingly a bit slower, especially as the enemies spawn in groups which can quickly surround and kill you if you are not continually moving and dodging the attacks. The specials as well, seem fairly underpowered and at least to me, could be somewhat more flashy or "special" really, although they first need to be defined or explained much better in the character screens as the only way I really understood them was to waste the special power during a play through to see what they actually did. There is also no health pickups, regeneration, or items at all really, except for one thing which may take a lot of playing to achieve, and I am slightly conflicted about this. Where the game is very similar to other rouge likes which basically give you one life at a time until you die and then give a new character, the game also seems very unbalanced, at least for novice players to even get to level two, with characters that do not have too much health and enemies who hit for large amounts or take a while to kill. When you are constantly killed before getting past the first level or two, new players and novice players may drop off from playing or liking the game as it creates at points a bit of a frustrating or hard aspect when playing. Although, on the other hand this may be something some players like a lot, with similarities to dark sous-esque constantly dying at first until you understand mechanics and strategy. While some may like aspects of the game, while others may see it as incredibly frustrating, the developers need to really understand who they want their audience to be and how they want to cater to them.

At the moment, the game is fairly fun to play, I will probably continue to play it and even buy it when it releases, but only really if there is full trust in the developers to continue fixing and changing aspects they feel as deficits in the game and I do recommend this game to players who have at least some experience with rouge like games, otherwise, it may be a bit difficult for new players to jump into. I look forward to seeing how the game changes over time and how the game develops both as a game, and as a community (especially with the RT community backing), which is seemingly what another of the strongest aspects for this game is.
Última edición por C3R133RUZ; 7 JUL 2017 a las 7:21 p. m.
PrinceKheldar25 7 JUL 2017 a las 7:27 p. m. 
This was very interesting. I like the idea of getting help from reving allies and the ancients. Although it was a little irksome not being able to pick up any health. i think that might be something to consider, rather than having to soley rely on finding the right heroes to revive in order to summon the healing ancient(s). I had a lot of fun playing and the art style is lovely. I did have one instance while trying to get into a game where the loading screen was up but the menus were still traversable. I just had to pick a map again and it fixed itself, so just a minor bug there. I also noticed under "options" that when I pressed "Screen Resolution" nothing happened.
Other than those few issues, I found the game very enjoyable and I can't wait to play some more. Thank you Rooster Teeth for the beta key and thank you folks behind Next Up Hero for a delightful experience.
aravitz90 8 JUL 2017 a las 1:16 a. m. 
its fun cute and challenging, but after so many games it becomes crazy repetitive, can there be more modes or things to do like objectives or something
AloofSparrow 8 JUL 2017 a las 5:25 a. m. 
Right off the bat, I love the soundtrack; it has both melodic and rhythmic tracks and always manages to fit the game perfectly and give it a certain charm so kudos! The character and world design are also pretty impressive - quite minimalist but the vibrant colours really help bring them to life.

The characters themselves are well thought out and balanced - each having their own attributes and attacks. Since the game enables you to make both close-range and long-distance attacks depending on your hero, you have to change your strategies depending on which one you choose (Rook and Widget are my favourites)! I like the customisation of the characters too - for example, which ancient they can summon (some heal, some increase damage etc) or which abilities they possess.

Even the enemies have their own arsenal of attacks, which makes the game all the more interesting when you're running around the map with about 30 of them on your tail at once (trust me, I know). Once you get them down though they're easy enough to handle, which is why I appreciate that different maps have different difficulties.

Above all else is the community aspect of the game, which I feel really helps it in being unique (kudos again). I think that the mechanic that doesn't allow you to play a session until someone else has played it really adds a sense of teamwork as it prevents players from just spamming it and completing it themselves. Also, resurrecting Echoes can be quite entertaining when you have about 20 of them following you around (I enjoy declaring myself s̶u̶p̶r̶e̶m̶e̶ ̶o̶v̶e̶r̶l̶o̶r̶d guild leader) but it also comes in handy when you have that aforementioned swarm of enemies trying to kill you...

------

Being a Beta, however, it was natural that I came across a couple of minor issues. First of all, sometimes when I loaded into a session, a clone of my hero would load in as well but I couldn't interact with them. When I went to fight the enemies, they locked on to my clone instead and whenever it took any damage, I would too, which lead to me dying a few times.

Secondly, I went to check out the Rewards Mailbox but when I tried to close out of it, it froze my game for a while. After a couple of minutes it unfroze, but no music would play and I was unable to join sessions or pick a hero - all the while the translucent loading screen overshadowed everything.

(I took screenshots if these would help)

I also can't access the journal but that could just be me being me...

------

Overall though I'm actually really enjoying the game and will definitely be buying it once it's a fully fledged download. I can't wait for the RT skins (this started out as my main reason for playing but has now turned into a major added bonus), and I'm hoping that more regions will be added to the game, as well as more about the story that we're teased with in the tutorial!
ApexDraco 8 JUL 2017 a las 9:59 a. m. 
Let's Hero Up! In order to keep things organized and easy to read, this will be in order from: title screen, music, gameplay, and other suggestions.

If you would rather listen to what I have to say, I made a video covering some gameplay and -almost- exactly what I write below. Here is the link!

https://www.youtube.com/watch?v=Hxs7-ZOCFh0

Title Screen- While the characters are the most eye-drawing piece as soon as the menu appears, the title of the game seems too far away and draws attention away from the characters. The blurred lights as a background are a little distracting too, as it does not portray the style of the game. It may be better to see the heroes on one side of the screen and the creatures on the other, facing one another, with the title smack dab in the middle!

Music- The music is definitely one of the best features of the game. Everyone likes kicking
rump to a sweet beat. However, the title screen music could use some extension, like a different audio track altogether after what is already there, so that players aren't listening to the same thing if they sit at the menu for too long. A good example of this are the Halo games' menus. As for in-game, as long as the music changes to correspond and flow with the environment and action, it has great potential to immerse players into the game even more. Having different loading screen music could prove useful too.

Gameplay-

Characters could use more stat balancing to really show the differences between them. For example, Paladrin could have high HP and attack but be slow, and Rook could be fast, hit hard, but have little defense. My point here is: Make each character stronger in one aspect and weaker in another, it will add a bit of strategy as to which character players use.

Enemies were challenging in groups, so as long as the groups are all random and not the same in most cases, it should pose a good challenege to even better players. Having a variety of creatures is great too, and perhaps having differing ones in each environment would add to the challenge. With ranged characters, such as Rook or even Widget, it was easy to dodge enemy attacks. Perhaps giving some the ability to predict player movements would be an added challenege?

The two environments and the art style were engaging and colorful. I found myself getting lost in some cases. What I would hope to see are environmental effects or traps, such as ice to slide on in the snow area or spike traps hidden under leaves in the grass/forest area. It would certainly add to the difficulty and make areas unique instead of just a different color palette.

Other Suggestions- Implementing a co-op mode would be fantastic, and probably my most highlighted suggestion, even if it was online or couch co-op. It would add so much playablity to the game. Adding a multiplayer versus game type would not be bad at all, containing modes like CTF, monster slaying (what team can defeat the most), or just vanilla TDM.

Just about wraps it up! Hope this helps!

-Draco
Nitin_DigitalContinue  [desarrollador] 8 JUL 2017 a las 10:29 a. m. 
Publicado originalmente por aravitz90:
its fun cute and challenging, but after so many games it becomes crazy repetitive, can there be more modes or things to do like objectives or something

Thanks for playing. Right now we have 3 different level modes in the Beta.. The regular kill all enemies mode .. Timed mode .. Darkness mode. The first level of every session will be the eliminate enemies mode but after that you might see a timed or darkness mode show up (chosen randomly per session). Normal difficulty and up should see more variety. We are going to add more level types in the future.
Ice™ 8 JUL 2017 a las 8:17 p. m. 
Not 400 hours deep quite yet but here is a nice honest review of the game as I've played for 8~ hours



Gameplay:

Pros
-Fun and innovative game with newer mechanics you can't quite find currently
-Addictive
-Lots of potential in future updates to add more modes/heroes/bosses
-Different playstyles to fit a good range of player base
-Really cool Dev and Marketing team that were a blast to hang out with

Cons
-Buggy (Version 1.0.0 though so it's expected)
-What was showcased on the floor of RTX felt much more polished with less bugs but thats just me
-Lack of Keyboard/mouse hurts the player base greatly
-No option for a "dev mode" where you could potentially fix or reload a level if it's glitched and have to erase the whole session




Art Style/Animation:

Pros
-Cute animation
- maps look nice and well refined for being proceduraly generated
-Characters have a nice style to them

Cons
-Since the characters are 2D models with 16 different variations it feels buggy at times when trying to aim a shot
-Only 2 map types (Beta 1.0.0 so what do you expect)



Overall items that could be added or changed:
-Add a quick menu in game for options and settings, or if you need to force kill if glitched
-Add dev console or debugger for players so they dont have to wipe sessions (Maybe private only sessions)
-Add more modes/maps in the future (Lot of potential)
-Add more characters and/or skin options (16 2D images of a character are hard to do by hand but maybe DLC?)
-Add a local COOP or online COOP where 2nd player takes control of an echo or ancient



It was a long yet fun day playing this game and being able to help expand the community. Hopefully some changes are eminent for testing before closed beta ends or hotfixes in the future. Overall I'd give this game a solid 8/10 once bugs are worked out but a few gamebreaking bugs makes the current 1.0.0 version a 6/10. (I was 7 levels deep twice and character glitched out both times and I lost rewards sad face) I hope to see this game develop and the community grow large
Evil Paragon 9 JUL 2017 a las 1:17 a. m. 
I will be typing as I play, so everything is (should be) in present tense.
Okay, I had to go and get a gamepad from my roommate. Not a big deal, these only cost ~$20 at EBGames so I can get one later for an understandable price.
Next up, options menu doesn't work, I'll leave that to Early Access stuff to be worked on later.

Okay, reading the game. Music is certainly helping to keep me engaged.
First issue: The two characters are talking miles apart. My head is physically turning to read their dialogue. Maybe bring the speech bubbles to the centre of the screen?

So I've played to the part where the first two heroes go down and I'm now "Rook" I think. There is an issue here that between the Heroes, the two characters talk to each other on another screen, kind of taking me away from the action. It would be better if the character could talk over the gameplay rather than on another seemingly random background.
Oh man! I did the combine thing and it was awesome. I wonder how many more combinations there are? Also Rook's aimshot is fun to use!

So I just finished the tutorial which wasn't bad. I went to play to see if that was it and it wasn't to find this weird system I didn't understand. It looked like a bunch of lobbies. Why would I want to join someone? That's an issue, I should always know what I'm going to do.
So anyway, I landed in there to find a bunch of dead people and 63 enemies to kill. No one was alive so I assume multiplayer is out of the question. I charged through this icy field with glowing crystals enjoying the Halo 3-reminiscent soundtrack, I don't know, maybe that wasn't intentional. I very much loved the throw to action. So many enemies didn't feel like copy and pastes of each other, each was unique. I especially loved the Plague Doctor looking enemies that were roped together. When one died, the other was stuck in place.
I played Rook in this area and had to get used to how to use her. I almost died fighting those Shield Ballows or something. But then I learned I could use Rook's standard attack to go around them, then cut back through the middle behind them. There was a great learning curve here.
When I got my second Echo, I was disappointed I couldn't combine them. I understand combining every Echo would probably be overpowered but finding a way to counter that disappointment would be good. Maybe some in lore reason explaining that not everyone can combine before the player wishes to do that.
When I finally could combine them, the first one gave me some much needed health which was pretty alright, the other gave me a big shield guy who seemed pretty useless. Kind of turns me off combining when I expected a war machine to solve my problems and instead that happens. I could have had a ghost army but I wasted them on that.
In the end, I killed 39 bad guys, raised 9 echoes, and gained 117 prestige. I was slain by a surprise enemy which wasn't very fun. I turned a corner and all the sudden there were these rapid fire trees I think. Too surprising, too damaging. I know to be careful next time though.

Okay, this next bit I just loved.
I jumped straight into a 3 Star game to see how hard it was. I was greeted with Echo corpses everywhere, an Artillery Dinosaur, Sheild Ballows (forgive me if that's the wrong name) and the rolly yellow knife balls.
That was just insanity, I loved it. The artillery made me panic when I saw the targets. Definitely don't change that much, it was great fun to the chaos.

Tested making my own world. For some reason my music stopped working, I think it's a bug. Anyway, I didn't have as much fun without Echoes. The game should acknowledge this, and make sure being the first person is a lot more rewarding than it currently is. Maybe it was also the lack of music, who knows? I failed on the first level and only killed 34 enemies, playing as Rook again. I did notice I was better than when I first started though.

Rejoined the first one again. This time I managed to beat the first level and then quickly die on the second. On the first level, I really needed health and the ancient that was on the top of my screen was the green one, so I assumed that one would come in. Nope it was the hulking one from the tutorial level. Barely surviving the first level, I left with the rest of my Echos and went to the second with no health and was killed by the orange thing that throws its babies at you. (Playing Rook again). And again, music didn't return, I think a game restart is needed.

Overall one things that should be worked on.
I mained Rook because I liked Rook. The game should encourage use of other characters because as far as I saw it, I don't feel like I need to use anyone other than Rook.

The game is actually quite fun, I look forward to the next update.
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