1
Products
reviewed
0
Products
in account

Recent reviews by BuildChef

Showing 1-1 of 1 entries
No one has rated this review as helpful yet
28.9 hrs on record (27.9 hrs at review time)
Early Access Review
Okay so I don’t usually do reviews for games, but here’s my thoughts:

Firstly, this game is gorgeous, I think the colour palette really fits the character designs.

The controls are a bit different to what I’m used to- as I result I needed to change key bindings, for example I didn’t like dash on a trigger button, but that’s a personal gripe.

The difficulty comes mostly through adjusting to the mechanisms in game and of course there’s the boss fights.

Overall, if you are able to improve your weapon to a certain point / getting rot on a melee weapon, the experience is nicer. But… I really needed a more impactful tutorial experience. something that’s going to help make this game more accessible relies on the player have a good grasp on all the systems before doing runs.

We like to throw around the term souls-like but please let’s not forget how painful dark souls 1 was compared to later installations in the series. And I’m talking DS1 PS3 OG days ahahaha.

Anyway, something I heavily dislike is how holobytes are managed. A recycle function for if we don’t want to pick them up in the overgrowth is needed. Or at least let us cache them… Unless I’m missing something… perhaps adding this as an ability to buy with golden tickets later? I digress.

Regarding bonuses, Don’t get me wrong, I like percentages- in games like this, numbers and percentages are amazing! But please give us a little bit more in terms of potential synergies and variety. Add some rarer holobytes that don’t just translate to more damage or dash utility, maybe something that can slowly generate battery?

Durability system is dope. It’s very punishing to a lot of people, but in my opinion, this is a game that requires you to farm and bit and is grind heavy… except, don’t get me wrong, I have my gripes with this as well, after a while the weapons feel one dimensional and rely on the skill to do anything meaningful.

Normal mobs… sorry I need to be brutal. They are pretty lacklustre. After you kill a few of these bad bois, they just become free punching bags. Adding more enemies definitely doesn’t make the difficulty feel authentic, it’s moreso knowing how to dodge these enemies and counter attack which is satisfying. That said, an odd few times have I seen dogs patching in weird ways… doesn’t really inspire fear does it? So perhaps adding more dangerous enemy types would help. THAT SAID, I like the direction ya’ll are going in with these enemies.

All in all, this is everything I have to say in terms of my experience. Definitely the kind of game To play with friends, CERTAINLY a game I’m going to come back to over this early access period, interesting to see the direction this goes in.

TLDR: Refinery is needed across the skill tree, gear, and upgrade systems in order to help make choices feel more impactful.

Normal mobs need a bit more variety.

Tutorial and onboarding needs to be more prevalent in the early game.

And eh for those who read through all of this, would love to hear your thoughts!
Posted January 20, 2025.
Was this review helpful? Yes No Funny Award
Showing 1-1 of 1 entries