Posted November 15, 2017
Currently I'm up to the Forbidden Sepulchre and the Clock Tower, so my feedback here is based on the game's content up until that point. I've also seen The Watcher, though I haven't beaten it yet.
Parts I liked:
- The Phaser item is great fun. It rewards aggressive play and gives you another way to avoid damage without being risk-free.
- The unlocks that replace your starting equipment with randomly chosen unlocked gear add variety to the start of the game and prevent a weapon that you really like from never showing up. Very good.
- Sound design nicely supports the action without being distracting. The drums of The Ramparts are probably my favourite so far.
Parts I felt didn't work quite as well:
- The Canibal enemy in the Clock Tower is the only enemy that I've encountered so far that felt unfair. It has a ton of health, hits hard and fast, has great mobility, seemingly can't be stunned by your attacks and is encountered in a space where it can corner the player and combo them to death. Its high health in combination with damage and speed and stun resistance in combination with good mobility make it way too strong, as you can't trade hits with or pin it down, so there's no room to turn the tables on it. Consider lowering its health and stun resistance so that the player can pick their hits or create an opportunity to finish it.
- Red/Green worms their homing teleport feels a little to good and overly punishes having a slow weapon that can get interrupted, in addition to being small and therefore easy to overlook in the middle of combat, leading to not knowing who and what you're fighting. Perhaps put a bit more distance between them and the player when they do it, so as to allow the player more time to register what they're being attacked by and how to respond.
- The Forbidden Sepulchre enemies seemed to have slightly too high health in general in combination with them ganging up on you, but felt much fairer than The Clock Tower.
- The Watcher seemed much harder than the first boss and the tentacles really slow down the fight. The difficulty could be intentional and if so that's fine, but I'd still recommend changing how its tentacles work in a way that keeps the pace going.
Parts I liked:
- The Phaser item is great fun. It rewards aggressive play and gives you another way to avoid damage without being risk-free.
- The unlocks that replace your starting equipment with randomly chosen unlocked gear add variety to the start of the game and prevent a weapon that you really like from never showing up. Very good.
- Sound design nicely supports the action without being distracting. The drums of The Ramparts are probably my favourite so far.
Parts I felt didn't work quite as well:
- The Canibal enemy in the Clock Tower is the only enemy that I've encountered so far that felt unfair. It has a ton of health, hits hard and fast, has great mobility, seemingly can't be stunned by your attacks and is encountered in a space where it can corner the player and combo them to death. Its high health in combination with damage and speed and stun resistance in combination with good mobility make it way too strong, as you can't trade hits with or pin it down, so there's no room to turn the tables on it. Consider lowering its health and stun resistance so that the player can pick their hits or create an opportunity to finish it.
- Red/Green worms their homing teleport feels a little to good and overly punishes having a slow weapon that can get interrupted, in addition to being small and therefore easy to overlook in the middle of combat, leading to not knowing who and what you're fighting. Perhaps put a bit more distance between them and the player when they do it, so as to allow the player more time to register what they're being attacked by and how to respond.
- The Forbidden Sepulchre enemies seemed to have slightly too high health in general in combination with them ganging up on you, but felt much fairer than The Clock Tower.
- The Watcher seemed much harder than the first boss and the tentacles really slow down the fight. The difficulty could be intentional and if so that's fine, but I'd still recommend changing how its tentacles work in a way that keeps the pace going.
Post edited November 15, 2017 by Fortuk