Crab Champions

Crab Champions

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Feedback from a new player
This is one of the best roguelikes I've ever played thanks to its amazing movement mechanics and really satisfying weapons. I've owned the game for all of 1 week and have got my diamond account badge and beaten Ultra Chaos. This game is extremely addicting and I've struggled to put it down. There's a few things that've struck me as a bit off though and I wanted to bring them up. Don't mistake this post as a "this game sucks" thread or anything similar just because it usually takes more words to articulate how something bothers you than how much you like something.

- Please rework the 2nd biome ice deformed doughnut-ish shaped elite arena. It's fine as a regular map, but this one feels barely functional for minibosses, between the elite crabs yeeting themselves to their deaths regularly and the lack of cover making it very hard to skillfully counterplay multiple Elite Skull variants if you don't have the raw damage to muscle past them before the remaining (limited) space left is occupied by bouncing barrel detonations and other various AoEs. It's not even particularly difficult as there's plenty of spots you can hide "under" the stage to cheese out the skulls as they hover over to you one at a time. This arena just doesn't really work well for elite fights imo, even though it's great fun for regular waves.

- Please give Flamethrower an invisible modifier for damaging crystals/rocks. It feels a bit unreasonable to have to dump multiple mags to pop a single crystal formation after a loop. Yes, I know you can just melee it, but then if you want to ever use Hammer/Pickaxe in tandem with Flamethrower you have to juggle that longer cooldown and this just feels bad all the way around. Ideally let this modifier affect Hive damage in Demolition because this mode is borderline unplayable with the flamethrower due to the hives not catching fire. This weapon already has so much working against it, it doesn't need this on top of it imo.

- Please reconsider which Greed perks spawn in multiplayer. They're all a lot of fun in a vacuum, but many of the downsides screw everybody over whereas they (mostly) only buff the individual holding them leading to a very badly skewed risk/reward for taking greed islands or hitting the totem. It could be an opportunity to make some multiplayer-specific greed perks that interact with multiple players to replace them even.

- Giant Ant is significantly harder than King Skull due to both poison making it very easy to take large bursts of (usually fatal) damage and most of the projectiles it fires tend to be very samey (lots of green ♥♥♥♥ flying at you) making it hard to identify specific attacks at a glance, which is important when some of its moves have sharp homing. The ant waves it spawns when its armor breaks further contribute to the visual noise onscreen. This difficulty disparity isn't inherently a bad thing, but it adds a large degree of variance to runs that are on life support when reaching the boss stage after looping on a Diamond run; there's plenty of struggling low-DPS setups that can beat 3 King Skulls through good dodging but fold to 1 Skull 2 Ant or god forbid 3 Ants on the "bowl" map due to the sheer amount of stuff they fill the screen with.


I'm eagerly awaiting seeing what future updates hold for this game. Noisestorm, you've got something special here. I never imagined I'd enjoy this silly crab game as much as I have and this could easily become one of my all time favorites when finished.
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There's a whole bunch of things that need to be reworked and polished, speaking as somebody with over 300 hours of experience, as I like re-running my True Nightmare runs over and over. I'm now doing it in Beta version because I already tried everything there is to do in live official now. You should try Beta too, although it's still not entirely polished, I warn you

Basically wait for the game's full release
Got my gold skin.

Thank you for making a really fun game.

Please consider adding a Pumpkin variant that tries to ram you. A Squash, perhaps, for the pun. At the very least, I think the Pumpkin classes of enemies should have more distinguishing properties other than just being "Skulls but really tanky and split into more enemies" so both have their niches in how they engage with the player. The root of this request is ultimately just wanting more enemy behavior class variety as there's currently a lot of overlap between a few types of them.
Last edited by Oldspice Bodyshots; Jan 14 @ 10:03am
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