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Opentesting Feedback (0.7.0 Alpha 5)
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xXx OZ xXx
I’ve played a few hours of the current build and wanted to share some thoughts:

GAMBLING

- Never really worth gambling. Even if I couldn’t afford a perk, I’d always prefer to move on than risk the 50/50 insta-death.

- I know there are plans to improve this feature. Perhaps some type of ‘wager’ mechanic could add some incentive and strategy.


BUYING PERKS

- Having all perks set at the same price makes their value feel wildly inconsistent.

+ Getting 3 choices instead of 2 is a nice change, along with being able to see your options before you pay.

NEW PERKS

+ Many descriptions of perk effects are more specific.

+ Some new perks are fun and creative
(Boarded Up, Friction, Obsessed, Maniac)

+ Most reworked perks improve on their old design
(Fitness, Consumer, Chainsaw, Defib, Self Hate)

- Most one-time effects/randomizers aren't worth taking
(Medicine, Ascension, Mystery, Amnesia)

- Some perks seem redundant or unnecessary:
  • Monopoly/Tactical: Vending machines/ammo are fairly generous already.
  • Fast Reload: Reloading is quite fast to begin with.

- A few perks are just too good in my opinion:
  • Health: +25% HP is A LOT.
  • Mag Capacity: Maybe increase Ammo Capacity instead of Mag.
  • Broken: The health drain could be more aggressive.
  • Shield: I think the original design made more sense.

DIFFICULTY

I thought runs in (0.6.6) were reasonably difficult, but this current build is arguably too easy. For reference, I’d say I’m of average skill and dying on Floor 8-10 was not uncommon for me in (0.6.6), especially when I didn’t get the Big Heart perk. In (0.7.0 A5), I won five runs in a row and hardly ever fell below half health. There was a noticeable lack of tension and challenge in this build. I even went back and did three runs on (0.6.6) just to make sure; and yep, I only won one of them.

I’ve seen several comments saying (0.7.0) feels slower, but nothing has changed aside from the perks as far as I’m aware. The new perk system must be the culprit,
along with the few over-tuned perks I listed earlier (which you can now get more reliably since you'll have an extra perk to choose from after each floor). The removal of perk tiers further thins that pool and also ramps up the player's power curve. Tiered perks had players' power level scale much more gradually, making them spend 3 Soda over 3 Floors for what they can now effectively buy for 1-3 Soda on a single floor (though I admittedly don't know the exact numbers of the old perks). So, players obtain more perks in less time and likely outpace floor difficulty.

I know there's some big things planned for the future that will surely shake things up, but I think this current build could still be tweaked a bit. Just spit-balling a few ideas:
  • Individually price the perks
  • Make more powerful perks only appear on later floors (if that isn't already a thing)
  • Give less resources (vending machines, ammo, etc)
  • More rooms per floor
  • Make the fire spread faster

***I’m keen on speeding up the fire since I’ve never felt threatened by it and similar games (Post Void, Mullet Mad Jack) have pretty strict level-timers by comparison. With how quickly you can clear rooms in Cruel, this could be an easy way to keep gameplay frantic and fast-paced.

ART DIRECTION

Although I liked the original perk art, the new icons are quite nice overall. A few aren't consistent with the theme/color palette of the others, namely Self Hate and Vertigo. Purple may not be the best background color for the icons either. Some elements that I thought had a lot of charm have been removed, like the dog's paw grabbing sodas or the bathroom stall sequence for gambling (the new spinning dial animation is awfully generic, but perhaps that's a placeholder or WiP). This isn't a big deal, I only wanted to encourage leaning into the gritty-but-goofy horror style instead of streamlining things.

CONCLUSION
Anyway, CRUEL is COOL. I love the hell out of it and respect the dev's talent and hard work! :steamthumbsup: Hope this feedback is useful.
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