10.1 hours played
Written 13 days ago
The game starts off pretty promising and engaging. The concept of a sci-fi dungeon crawler is in itself very appealing. The fighting is simple and satisfying, and the little tweaks you can do to specialize your character in this regard are a nice addition. The story seems par for the course, but the overall setting and ambiance are very well achieved; the game even managed to unnerve me at some point with its eerie sound design. The creature design isn’t too special, mainly robot spiders, bulky bugs and Bioshock-inspired humanoids, although these last ones do emanate a threatening aura. To vary the experience, the game encourages exploring, finding secrets and solving little puzzles around the map, which end up as a good change of pace.
However, as the game progresses, the encounters start getting predictive; as a player, you end up knowing exactly when a door will close behind you once you pass through; you know with accuracy from where enemies will spawn. It also gradually starts feeling tedious; fighting several enemies at once starts being fun and challenging, but as the number of foes grows, it begins to feel chaotic and sometimes quite clunky, taking into account the limited movement options. Instead of adding progressively more difficult enemies mechanic-wise, the game just throws numbers at you. For example, I just got introduced to the Illusionist, who’s whole thing seems to be summoning spectral versions of other already known enemies. In the end, I felt that the combat is more about endurance than wits.
The puzzles also get a bit obtuse, like having to put certain books into specific and far-spaced shelves that look like any other storage in the game. The problem with said puzzle isn't the difficulty of it, but the fact that I didn't even realized that it existed. Then we get to the trapdoors. Level 8, "Poisoned Halls", was especially infuriating in this regard. There is a (very obvious) moment when the door on a big room shuts down and a light flashes on one tile, indicating that this one will be secure to stand on while every other tile opens to a trapdoor; the idea is to be attentive to where the light shines next and run to the designated tile to avoid falling. As simple as it sounds, the game itself seems to forget that the camera is stuck in one of four directions and the free-look option is quite finicky, so most of the time the light shines without you seeing it and turns of immediately making you fall to your death and having to begin again, with a big chance the same thing happens again, pretty much forcing you to save-scum if you don't want to waste your time.
Finally, at the end of level 8, which is where I leave this game, there's a fight in a big room full of boxes and crawling with bugs. I don't know if I was under-leveled or just didn't find a much needed improvement of equipment, but it's quite the complicated affair; I died the first time to some frustration, but went all out at the second, managing to win the encounter. However, the moment it ended, and I started getting my bearings, all the boxes when down trapdoors and new enemies poured in, killing me almost immediately through projectiles. That’s where I quit. It's not the difficulty of the fight what annoys me; probably another try would been successful, but the fact that Vaporum actively tries to "surprise" you to get a cheap death, be it with sudden trapdoors, enemy spawns, or whatever, and it feels like it's just the developers forcing more playtime out of me at the cost of my enjoyment of the game.
I don't regret having played this game but, sadly, I cannot recommend it wholeheartedly.