Posted on: November 13, 2017
Early Access review
Fortuk
Verified ownerGames: Reviews: 10
Super Slick
In Development impressions: - Combat is fast, but fair. There's always plenty of room to assess the situation and you get plenty of options to tinker with; recovering recent damage by doing damage, a dodge roll, roll cancelling, mid-air roll, health potions, stun after doing enough damage, freeze weapons, shields to block and parry with, traps to place, weapon synergies, status effects to inflict, and more that I probably haven't found yet. - Core gameplay feels good to play. Lots of little quality of life touches that keep your flow going; the sound effect of the jump unobtrusively helping you time your double-jump, walking into a knee-high wall makes you automatically climb it, stats of your weapon are easy to check and your jumps smoothly latch onto the surface that you're trying to get to. Moving around just feels great and you can blaze through areas once you get into the swing of things. - The game recommends using a controller, but I've had no trouble playing it with the mouse and keyboard; controls are responsive and snappy. All controls can also be reconfigured, including the mouse buttons so you can play solely with the keyboard if you want to. - A few things regarding the Daily Runs: to unlock them you need to beat the first boss and you don't need Galaxy to do them, only an on-line connection. You only need Galaxy if you want your score to be added to the leaderboard, but for nothing else. - It runs well even if you have a less than stellar PC and seems well suited to being played on a laptop. - You can save-on-exit and resume at any time, so having to stop for a bit doesn't ruin a good run. - Lastly, a lot of the stress that you usually see in a game with perma-death is mitigated by how good it feels to play and that you don't get insta-gibbed if you make a mistake - the game keeps you on your toes, but with a sufficient amount of breathing room. All in all, a great game already.
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