4.6 hours played
Written 11 days ago
I tried to give this game an honest shot, but there's a serious misunderstanding as ot WHY a souls-like combat system works.
Having attacks that come out instantly, with no i-frames on your end, with huge hitboxes, and generally extremely high stagger resistance and high damage from the enemy side ALL OF THE TIME makes actually engaging with this game in any skillful way pointless. Doing a strength build? Don't! Use fast weapons, because someone thought it would be a fantastic idea to separate staggers that allow criticals and knockbacks into their own stats, but even with a focus into strength you won't ever knock enemies out of hits without heavy attacks, sometimes FULLY CHARGED heavies. Meanwhile a speed weapon can hit once, back out, hit once, back out, hit once, back out, and just do that. Over and over and over again. And eventually you get a free crit for it.
Oh, and elemental weapons seem apparently overpowered. Why bother engaging with the enemy at all, in fact, when you can just freeze an enemy, hit them once or twice, and then full-charge hit them? And then do that. OVer. And over again.
Enemy guards are great, since they can block anything they can throw at you. YOU try guarding, and you lose all your stamina, 40% of your HP and get knocked down.
All the weapons feel extremely... disjointed in a way that isn't good. A lot of the animations are just. Weird. And the big clock/wheel weapons have genuniely one of the least satisfying movesets I've seen in a game.
Look. Spiders. I've never tried a game of yours before, but I'm not really impressed. There's a reason *why* big, slow, and heavy weapons in a dark souls gives you hit resistance. It's to trade. It's to use health as a resource to trade for damage. Knowing when and when not to trade is sometimes a skill. There's a reason *why* big, slow, heavy weapons generally have high stagger and knockdown potential. A small weapon can weave in and out, keep up the pressure, and eventually land that critical hit. A heavy weapon has to find its windows, and hit *hard.* Why separate stagger and critical-staggers into separate things, and then make stagger feel like utter dogshit?
COupled with the slow soul gain in the early game and no way to respec as far as I know, I don't really feel like I *can* start building towards speed weapons without slogging for another hour or two, and I don't feel like starting the game again.
There's cool mechanics in here, too. Like the overheat system for stamina? THat's a good mechanic. I like that. And you know what? You nailed the pacing, at least in the early game, for checkpoint placement. That's a genuine achievement, not many souls likes get that right. You give me 2-3 heals in the early game, and right about as I go "This feels real far from a bonfire-" I open a gate, and boom, there's the checkpoint.
Also the game runs bad. LOok man, I've got a 4070, there's no reason my PC should be on fire running something like this. I could run a game like satisfactory, which looks more visually distinct and properly lit and actually has things *pop*, and run it smoother. I don't want like 100+ frames either, I just want a stable 60 that doesn't make the PC turn into an oven.