366.8 hours played
Written 28 days ago
As someone who has played this game from very early access, I just CANNOT recommend it to new players, not in its current state. This review is from the perspective of playing exclusively on the hardest difficulty (which some people claim is meant to be poorly designed), having played every single character multiple times, and nearly having 100% achievement completion.
Issue #1: Starting with the biggest issue first: BUGS. Just mountains and mountains of bugs that have existed since early stages of development that for whatever reason the creators still refuse to fix. I was willing to overlook most of these during early access figuring the devs would eventually fix it, but these bugs are completely inexcusable in the final release of the game. Bosses spawning outside of the map, forcing you to restart a 40-50 minute play through. Creatures infinitely spawning experience locking you into a level up screen until the game eventually crashes from too many items spawning. Assets not despawning properly resulting in massive lag. Massive lag caused by poor optimization and bad design decisions, biggest culprits being Mausolea or jewlia who will both result in your game running at 1 FPS until their abilities end. Being hit by invisible attacks or attacks that just didn't load in properly. Charging enemies are supposed to have an indicator of what direction they are going, except when they randomly change their charge distance, some will charge clear off screen, others will move 2 feet and immediately change direction to hit you, some will charge in a completely different direction from the indicator.
Issue #2: game balance. It's bad. I'm not talking about how some characters are harder than others, I mean that some characters are not just harder to play, but so incredibly weak as to be a chore to play (lumberjack, builder, alchemist), these characters have poorly designed kits, low damage, and extremely limited playstyle. This has been an issue the players have raised for a very long time, and the devs had multiple opportunities to fix it with various changes they made to the game, instead they just left those characters to rot. This leads into the next issue
Issue 3: A survivor game that tried to be a bullet hell (and failed). From the early levels and characters the game was obviously going for the typical survivor like playstyle, fight waves of enemies that run at you until you become strong enough to demolish everything and eventually fight a boss. Later stages this design choice completely changed to being a bullet hell where enemies will launch dozens of projectiles at you, enemies will charge at you from off screen, enemies will lurk just off screen to get a cheap shot on you when you move too close, some enemies will straight up attack you from across the entire map forcing you to run around trying to figure out where they are. This problem is made all the worse by the character kits. Many characters are designed with a survivor gameplay in mind (standing still or staying in a limited area using turret style skills, extremely limited dodging ability, and skills that slow you down), but being forced to run around the map means these characters are just too annoying to play.
Issue 4: lack of planning by the developers. One of the main features of Crafty Survivors is the town building aspect, where upgrading buildings will provide you with buffs. Some buildings will even provide new and interesting ways to change your playstyle. Sounds great right? The issue? They don't work with character kits.
I'll use Stoverick the chef as an example, as he is one of the first characters you will play as. One of the buildings provides potions that give new abilities to select when a character levels up. But they don't interact with the character kits at all. One potion lets you throw beehives, stoverick gains stacks for his ultimate attack when he kills enemies that have been marked by his other skills, but the potion abilities don't apply these marks, meaning no stacks for his strongest attack, so there is ZERO reason to ever pick these abilities. This gets even worse with characters like the alchemist and jeweler that have to combo their skills, so choosing these extra abilities end up being a complete waste because it breaks the entire kit and uses up valuable weapon slots, or forces you to use up your limited banish ability to remove these worthless abilities from the selection pool.
Next we have the skill trees, each character can get 20 points to allocate to their skill tree to change their playstyle slightly, Some characters like the farmer get a whole complicated tree to customize your playstyle with her, others like the builder get a very linear path that forces you to play them in one specific way. Others like Sewvia get a skill tree that doesn't interact with her kit in any meaningful way and merely changes her basic attacks. Remember those potions that give you new abilities I mentioned earlier? Yeah this is another reason they're complete garbage.
Issue #5: personal views of the game. This section is largely my own personal issues with game design choices, some people will likely disagree.
skill opacity is useless when player abilities are layered over enemies. Even playing with 30 opacity on my skills I frequently cannot see attacks or enemies underneath the dozens of effects my character is throwing around, and god forbid I use an ability that creates a gas cloud because the enemy gas clouds are THE EXACT SOME COLOR making them invisible. Aggressive field materials shouldn't be minibosses! These enemies have the most obnoxious abilities combined with 4-5x the health of a standard enemy. Undodgeable attacks shouldn't exist in this type of game, this goes back to the bullet hell change, but multiple later stage bosses were given large screen covering abilities that cannot be blocked or dodged, you just have to try and get to the safe zone and hope your dash doesn't launch you too far.
All of this is why even with hundreds of hours into this game, I just cannot recommend what it has become. What started as a unique and very enjoyable survivor-like has become an unrecognizable wannabe bullet-hell riddled with bugs, questionable design choices, and poor game balance.