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32
10
Everyone is upset over...THAT?
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swordsdude
4
Loot after Final Boss
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ThatGuyKhi
13
Achievement Hunting
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Daybreaker
I forum "Dota 2 Byttehandel"
0
[H] tb Purple, tb Summer Warnth. [W] crimaon, dk hook, good offer
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Pe4enéka
34
леее я покупала соунпад почему у меня демо версия
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kletixx
0
[H] 1,7,8,9 [W] 1:1+10 gems or 1:2
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SenyorM
0
Demo Feedback
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Lucky
Overall I had a positive experience with the game. I thought the game feel was very tight, responsive, and fun. The animations are a standout here, it's very loose and feel very satisfying. The sound design works well and the UI is very readable. The MMO AoE effects might be distracting at first but I think it works to read the battles as things start getting thrown at ya.

Things I like:
+ Combat feedback
+ Enemy absorption
+ Sound feedback
+ Animations
+ Enemy designs
+ Environments (sand place was a bit too bright though)

Things I wasn't too keen on:
+ Confirming enemy absorption with Y again. I understand you gain i-frames from it but I can't help but feel in most normal gameplay you may just want to mash through so you can stay in the fight. Might be handy if I could hold Y to skip it - although I haven't tried this so that may already be a thing.
+ Lack of abilities. A lot of the gameplay was mostly basic attacks as charged attacks and jumping attacks were riskier. I started adding jumping more which has a useful niche of homing, but it does feel more constraining than streamlined.
+ Length. The first biome only took around 40 minutes. If there's 6 biomes are there only 6 major bosses? I understand you could remix things and maybe there's more bosses than that but the game may be too short/thin on content to continue playing. I enjoy short games but for a co-op Action RPG that might be disappointing.

Things I didn't like:
+ The upgrades weren't that interesting. I think unique class specific or boss specific upgrades may make runs more fun than just "2% chance of debuff".
+ Putting lore in the middle of runs will make them ignored in co-op, 9 times out of 10. I would have them be accessible in the lobby, at least.
+ Lack of a run button. I want to move between levels as quick as possible but because dashes are on a cool-down I don't want to do it. I still do, but I feel like there could be another way to make traversal more fun.
+ Unclear combat utility. It felt as though the short attacks were almost more useful than combos or jumping, especially since dashing has no i-frames and the heavy attacks were not that much stronger than quick attacks. This is moreso for spear than pillar, where pillar has a clearer AoE gameplay with strong aerials
+ The cosmetics shown off aren't that great. I think they would be a lot better if you can color your weapons by your armor, but as of right now you're almost always gonna clash. Only one body type is also kind of a bummer - but in both of these I understand there are scope constraints so this isn't a big deal to me.

I'm sure the devs thought about most of this stuff but this was just on my brain while playing. Looking forward to the release.
11
📣Infiltrator Rework Update - July Dev Letter📣
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Chivers S'Jet
6
Achievements
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comando07
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