Posted October 22, 2018
Before I start off: I really do like the game, and if I had not been hit by the "level load" bug (apparently fixed in the Galaxy version already), I'd probably be fighting the end boss right about now. Anyhow - every criticism I pen here is an attempt to make a good game better.
- Improve the minimap. As it stands, it's barely useful for anything. For one, I would suggest an option that stops the map from rotating (makes it extremely difficult for some people, like me, to use it for orientation). For another, I would suggest adding some POI markers (color doors at the very least), and use fog of war to mark already explored territory. As Wolfenstein-y as PW is, a functional minimap could really improve getting the hang of some larger and more elaborate levels (e.g. the Sewers level in episode 1, a Treasury level in episode 3).
- Slightly rebalance the difficulty curve. The first levels feel distinctively harder than the rest of the game: You have fewer weapon options, no skills/attributes yet and limited ammo pickups. You are also just starting to learn the game (attack and invulnerability frames, etc.). I mean, it's not unfairly hard, but the difficulty drops significantly as soon as you get the shotgun, and then spikes sharply again at the first boss, only to drop afterwards again.
- Still on rebalance, speaking of the first boss: I found him so far (haven't gotten to the final boss yet) to be the worst boss of them all. His attacks are poorly telegraphed, and as such, avoiding them is luck-based. Even hiding behind solid objects is a crapshoot, as the beam randomly ignores them. Phase 3 feels almost as if a sadistic dev had been tasked with designing it - it's another instance of unavoidable damage, only now you cannot even rely on luck to not get hit.
All in all, the only time I died was at that boss, and I died so often that I decided to restart the game because I wanted to try out different upgrades anyhow. Had I known that after that boss, the game is entirely smooth sailing, I would not have bothered (currently standing in e4m8 or 9 with 22 lives or so, and I missed about half the secrets so far).
- The .50 caliber upgrade for the pistol increases its ammo usage. Still worth it (for me), but it would be good to mention such alterations in the upgrade tip, since it alters the weapon well beyond of what is advertised.
- I honestly do not know what the save system with its dependence on lives adds. It's not "retro shooter" at all, it emulates a tired necessity of old consoles, and only consoles. From Wolfenstein to Doom to Quake, DN3D and Marathon: Every fps sans Turok, afair, came with a solid manual save system. I want one for PW, not least because you could beef up the later-game difficulty a bit without having to fear that players rage quit the game because the game fucked them out of their Continues.
- Provide a bit more feedback for the melee weapons. I was able to figure out that the Axe has a slight cooldown after being used, but the dagger eludes me: It just doesn't do anything for the first two or three attempts at stabbing.
- Find a way to improve navigation between weapons. Over-all, I think the "slimmed down Half-Life" approach of two weapons per key works, but the fact that the mouse wheel (next/last weapon functionality) is inconsistent as to what it considers the last/next in line makes quick scrolling unreliable. I found myself having to use the double-tap functionality entirely too often because I needed to quickly switch to my Flak Cannon (3-3) or Heavy Bolter (4-4). My suggestion would be to bind one row to each method: Mouse wheel cycles through the upper OR lower tier (option for either preference), number key quick-selects the option that isn't considered by the mouse wheel.
- The game has relatively few key binds, which is great. So why do we have to use a key combination to switch spells (Use+weapon selector)? Letting us bind spells directly, or use a "next/last spell" direct keybind would improve usability.
- Sound volumes seem to a bit off. I don't even hear the Warlock say anything other than the "Augh" after an axe slash.
- I entirely approve of the fact that PW plays like a top-down shooter that was put into first person perspective; It enables players to use maneuverability as defense, and it's underscored by the fact that almost all ranged attacks have actual travel time. My criticism stems from the fact that there is - at least to my estimation - a slight imbalance between player speed, player hitbox, available room to maneuver, and enemy projectile speed: Either I move too slowly, or the projectiles are too fast/close, or my hitbox too big, or I haven't got enough room to outstrafe that fireball in time... In any case, I think that any one of those needs a slight tweak so that it's more consistent to pull off, and more rewarding to actually dodge an attack.
(- Some levels seem too dark, but since you're aware, I'm merely mentioning it for completion's sake)
Aight. That's all i can think of now. Lastly, I have to mention that this was the first game in quite some time that gripped me so much I spent almost an entire Sunday plowing through it. I have a backlog full of unfinished popular games, but what's the game that captured my heart and time? A little indie game that doesn't even need a key for jumping. Well done!
- Improve the minimap. As it stands, it's barely useful for anything. For one, I would suggest an option that stops the map from rotating (makes it extremely difficult for some people, like me, to use it for orientation). For another, I would suggest adding some POI markers (color doors at the very least), and use fog of war to mark already explored territory. As Wolfenstein-y as PW is, a functional minimap could really improve getting the hang of some larger and more elaborate levels (e.g. the Sewers level in episode 1, a Treasury level in episode 3).
- Slightly rebalance the difficulty curve. The first levels feel distinctively harder than the rest of the game: You have fewer weapon options, no skills/attributes yet and limited ammo pickups. You are also just starting to learn the game (attack and invulnerability frames, etc.). I mean, it's not unfairly hard, but the difficulty drops significantly as soon as you get the shotgun, and then spikes sharply again at the first boss, only to drop afterwards again.
- Still on rebalance, speaking of the first boss: I found him so far (haven't gotten to the final boss yet) to be the worst boss of them all. His attacks are poorly telegraphed, and as such, avoiding them is luck-based. Even hiding behind solid objects is a crapshoot, as the beam randomly ignores them. Phase 3 feels almost as if a sadistic dev had been tasked with designing it - it's another instance of unavoidable damage, only now you cannot even rely on luck to not get hit.
All in all, the only time I died was at that boss, and I died so often that I decided to restart the game because I wanted to try out different upgrades anyhow. Had I known that after that boss, the game is entirely smooth sailing, I would not have bothered (currently standing in e4m8 or 9 with 22 lives or so, and I missed about half the secrets so far).
- The .50 caliber upgrade for the pistol increases its ammo usage. Still worth it (for me), but it would be good to mention such alterations in the upgrade tip, since it alters the weapon well beyond of what is advertised.
- I honestly do not know what the save system with its dependence on lives adds. It's not "retro shooter" at all, it emulates a tired necessity of old consoles, and only consoles. From Wolfenstein to Doom to Quake, DN3D and Marathon: Every fps sans Turok, afair, came with a solid manual save system. I want one for PW, not least because you could beef up the later-game difficulty a bit without having to fear that players rage quit the game because the game fucked them out of their Continues.
- Provide a bit more feedback for the melee weapons. I was able to figure out that the Axe has a slight cooldown after being used, but the dagger eludes me: It just doesn't do anything for the first two or three attempts at stabbing.
- Find a way to improve navigation between weapons. Over-all, I think the "slimmed down Half-Life" approach of two weapons per key works, but the fact that the mouse wheel (next/last weapon functionality) is inconsistent as to what it considers the last/next in line makes quick scrolling unreliable. I found myself having to use the double-tap functionality entirely too often because I needed to quickly switch to my Flak Cannon (3-3) or Heavy Bolter (4-4). My suggestion would be to bind one row to each method: Mouse wheel cycles through the upper OR lower tier (option for either preference), number key quick-selects the option that isn't considered by the mouse wheel.
- The game has relatively few key binds, which is great. So why do we have to use a key combination to switch spells (Use+weapon selector)? Letting us bind spells directly, or use a "next/last spell" direct keybind would improve usability.
- Sound volumes seem to a bit off. I don't even hear the Warlock say anything other than the "Augh" after an axe slash.
- I entirely approve of the fact that PW plays like a top-down shooter that was put into first person perspective; It enables players to use maneuverability as defense, and it's underscored by the fact that almost all ranged attacks have actual travel time. My criticism stems from the fact that there is - at least to my estimation - a slight imbalance between player speed, player hitbox, available room to maneuver, and enemy projectile speed: Either I move too slowly, or the projectiles are too fast/close, or my hitbox too big, or I haven't got enough room to outstrafe that fireball in time... In any case, I think that any one of those needs a slight tweak so that it's more consistent to pull off, and more rewarding to actually dodge an attack.
(- Some levels seem too dark, but since you're aware, I'm merely mentioning it for completion's sake)
Aight. That's all i can think of now. Lastly, I have to mention that this was the first game in quite some time that gripped me so much I spent almost an entire Sunday plowing through it. I have a backlog full of unfinished popular games, but what's the game that captured my heart and time? A little indie game that doesn't even need a key for jumping. Well done!
Post edited October 22, 2018 by Mueslinator