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I also forgot to mention (by manner of how likable the experience is as a whole) that the enemy design is very good. Not only are they visually pretty diverse, but despite having only so many capabilities they really manage to feel pretty different across the board. Enemy hitscans were used sparingly and either given relatively low damage per second, laggy targeting, slow startup, or rare use of the enemy; projectiles never felt like they were completely unavoidable with even the biggest offenders usually having some caveat that made them managable. Considering that many games with much greater enemy movement and AI routines often end up with a bland mess of the same enemy with slightly different strength levels, I think this may actually be one of the game's greatest strong points. The enemy breakdown system is also enjoyable, and the fact that the game's Cyberdemon callout is dwarfed by some other enemies is wonderful as well.
I'd like to suggest a change to the light spell.

Right now, it feels like the game is way too dark and I have to either force the graphic options to make the game brighter or just keep holding the light spell all the time.

What I'd suggest is that, instead of having to hold the spell at no cost, you cast it once and it constantly emits light around you for a certain duration - something like 1 minute base + increased duration according to Spirit value.
Some quick things:

1 - Please add level stats like secrets on the hud or on the pause menu
2 - When ammo for a gun is empty, switch to next the weapon that have ammo instead of to knife
3 - Let the player unlock all achievements for completing the game on lower difficulties (e.g. If I finish the game on medium, I unlock the achievement for easy and medium difficutly but not for hard). The game is already very easy on medium, I plan to replay on hard but I don't want to replay on easy just to get a 'cheevo'. :p
I just finished the game in normal and started a nightmare run and would like to say that I wish the perma-death aspect was at least separated from fast-monster/higher damage, maybe even as an 'iron man' toggle when you go to make a new save. The player movement speed while sprinting around feels pretty much perfect, and the faster monsters in nightmare felt much better and less trivial than in normal, and I also felt like my survivability exploded out of control in the second half of the game on normal so the double damage would probably be nice, but the perma-death tanks my motivation to actually play back through it.

Other than that, I think it'd be nice to be able to swap weapon mods once you've bought either of their new forms. You can't even have multiple saves running to try different weapons without starting over completely, and it's not like that would break the balance [certainly not as much as being able to run ILs for infinite xp and upgrade points]. It also seems like you should be able to replay the 2-3 level long chunks you do to progress in the campaign right out of the Workshop, and I can't really understand why you can't. The level select menu looks so much like it would do that that I was convinced it was either bugged or had to be unlocked by getting to a certain point in the game. As it is, you can't actually apply any weapon mod or spell purchases if you're just playing individual levels, you have to progress in the campaign to save those changes. Being able to replay level sets from the Workshop would probably fix that too.

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LkMaxBr: Some quick things:

1 - Please add level stats like secrets on the hud or on the pause menu
This is definitely another thing I was looking for, convinced it was just somewhere I hadn't noticed for a long time. Really feel like the game would have a better difficulty curve and make actually exploring the levels more interesting if they saved which upgrade points you had already collected, so you can't get by just farming one you know is easy to get on a short level over and over, and actually had a reason to attempt to find secrets in the maps, but you can't really do that either if you don't know when you're done! And for a game with no quicksaves, putting it at the end loading screen doesn't help!
Post edited October 23, 2018 by Jewmander
I wrote review for Project Warklock for GOG you can see it on page 2 of the games sales page. I do have a question though. Why does the games use the Windows Registry for save data? This makes it harder for less tech savy people to backup their save data.
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Magmarock: I wrote review for Project Warklock for GOG you can see it on page 2 of the games sales page. I do have a question though. Why does the games use the Windows Registry for save data? This makes it harder for less tech savy people to backup their save data.
I think that might be the point?
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Magmarock: I wrote review for Project Warklock for GOG you can see it on page 2 of the games sales page. I do have a question though. Why does the games use the Windows Registry for save data? This makes it harder for less tech savy people to backup their save data.
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MagentaIris: I think that might be the point?
Well it also makes a folder in the appdata directory. But I'm not sure what that one is keeping. The thing is though most people are afraid of the registry but once you find the key to the game backing it up and importing it becomes easier then ever.
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MrMuffinz126: Biggest gripe is some audio choices so far.
Many guns like the chaingun, machine guns, etc. sound a bit err...
Bit Crushed.

It's like they have too much bass, it's very grating to the ears.
I can only agree. Many of the sounds are cut off due to the extreme volume. The chaingun being the prime example. This needs to get fixed.
I finished the game in two sittings and had a lot of fun.
I have only one request. Could we have a statistics screen in game, so we can see how many secrets each level has and how many enemies are left? Especially in the dark levels it´s difficult to keep track of how many secrets I have found.
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Twood1130:
Had no idea there were epilogues.
So i just finished the game on hardcore diffculty and i have to say. That was some of the best fun on a hard mode i've had in a LONG time. I encourage people to try it out, the enemy aggresiveness in this mode was just right. Didn't have to start over one time and it was an adrealine rush all the way through.
I just got almost to the boss of episode 4 on hardcore and it was great, but I still wish the permadeath/iron man was separate from the increased damage and fast monsters. Really starting to notice some of the finer details to level and enemy design, like how often secrets are used as shortcuts around locked doors or straight to the exit, or how enemy spawns never seem to occur in the predictable 'monster closet' situation but serve both to give you something to do in previous areas and draw your attention to newly accessible parts of the map.
Probably dev have to separate the option like in diablo... Difficulties: Easy, Medium, hard, insane... etc... and apart from that other options like Hardcore: Permadeath. And dont know. Perks to make the game more difficult when its properly balance. And I mean balance just because I saw post from people complaining about the balance.
Fast rocket launcher shoots sideways half of the time.
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BuckshotSoftware: Hello everyone,

please post your feedback in this post :)

Best Regards,
Jakub
1. Some more feed back when taking damange like such as a grunting noise
2.the ability to select specific stages in the level selecter
3.A bit more visual flare to the reactor cannon( or what ever the name of the BFG clone is) would be nice like louder firing noise
4. A new game plus with bigger badder enemies would be great with the option to swap out upgrades
5. the boss fights become very easy on normal after you beat the game
Post edited October 30, 2018 by jcdenton8253