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Recent reviews by Copi

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23.4 hrs on record (17.1 hrs at review time)
Early Access Review
** Written as of Beta 1.5.5a
** Has a wiki.gg

A genuinely fun and refreshing RPG with multiplayer elements. While lacking in content, the groundwork is phenomenal and the content that is there is a blast to play through.

Now, I have to address the ...well endowed... elephant in the room -- there are suggestive elements to this game. But, much to my preferences, you can completely disable this. The extent of it is transparent clothes, body physics, and quite scalable character customization sliders, which all have separate toggles to disable clientside at the very top of the settings menu. Don't let this dissuade you from playing the game if you have no interest in these features as you can safely ignore them, and hey, if you do like them, more power to you. Of course due to these elements, multiplayer lobbies can sometimes be more focused on them, but lobby names tend to be quite telling so as long as you avoid any lobbies that don't appeal to you, it's otherwise a highly stylized rpg.

On the topic of multiplayer lobbies, you can join your friends over steam, either making public lobbies, friend only lobbies, or either of the two but password protected. Skill options allow you to spec into team roles better with aggro drawing skills, team buffs and heals, or more solo-play oriented builds with self buffing skills and such. Loot is instanced per player so you never have to worry about stolen drops, but you can drop items for others to pick up -- it's always a joy when you and your friend get items good for each other's classes and swap them. Character emotes are fun and different races get different animations (I adore the imp sit animation)

And these classes? They're very distinct, and very fun. Each class has at least two distinct "playstyles" you can build into (if not more), with different weapon types and many skills you can invest into, and unique movement and utility options. Mystics can teleport around, Bandits get triple jumps and bounce-jumps, and Fighters get a charged dash. This is on top of baseline movement, every character gets a double jump, a dash, and can access a speed boosting skill. Universal skills add a familiar element to every class, while not locking your racial choice to a playstyle by allowing anyone to access the starting skill each race gets. Class skills tend to be more powerful, but further levels are gated by character level. You can always respec your skills and stats, so you're never punished for experimenting with the variety of options the game gives you.

Instanced dungeons are part platforming challenges part room-based wave battles, though death is only a minor setback with a teleport back to the start of the dungeon upon dropping to 0 health. There are only 2 in the game so far, but level-corresponding difficulties add more variety and value to returning to dungeons. The game does struggle from one area that should really be an instanced dungeon not being one which can get frustrating due to not having access to the respawn mechanic and a minimap, but this can be forgiven given the early access nature of the game and the area still being partially unfinished.

I can comfortably recommend the game to RPG fans and anyone who doesn't mind the game not having swathes of content to grind through, but it is still in active development and for the price point you're still getting an enjoyable experience with enjoyable social aspects. Character customization is quite fun, and the ability to wear equipment as vanity is fun, although a cost must be paid to equip an item visually and you cannot toggle this, only remove it (and the investment to vanity-ify it). Just a small gripe I'm sure will be addressed at some point.

TL;DR fun game, disable suggestive content if you don't want it, good build diversity and character customization, but not much content.
Posted 2 December, 2024.
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4 people found this review helpful
1.7 hrs on record
Early Access Review
As much as I wish I could recommend this project, I don't think it's in much of a state to play at the moment, beyond the sort of "♥♥♥♥♥♥♥ around with friends" fun you can get in any multiplayer game. And even then, bugs and systems need some working on before that's something I can recommend in good faith. Visually, the game does a pretty good job at emulating the homestuck aesthetic given its 3d nature (which I think is a very good call, and is one of the game's strong points). There are some flaws with this 3d approach however, and considerations which need to be addressed. Currently, if a prop is in front of another object you cannot access that object whatsoever without rotating your camera 180 degrees, the only camera control you have as you are always locked to your player or the editor. This has been frustrating time and time again as I go to the totem lathe and drop a punched card, and then have to go and re-punch or delete and re-place the lathe as I can't access the dropped item. Defeating the guardian drops an item but due to the props in their room I only managed to pick it up on my 3rd attempt. You can enable an auto-pickup in the fetch modi, but you'll find so much crap laying around as you try to use alchemy that this is simply not feasible. Public multiplayer servers are dead so if you don't go in with friends you'll be playing solo, which works well enough, as you can act as your own server player. The builder however lacks some notable tools seen in homestuck like a mass copy/paste function, making building super tedious and sometimes uncooperative. I found myself placing a single ladder then a few pieces of flooring to build another ladder off of, but eventually this stopped working and there were no warnings as to the error of my ways. Eventually I figured you need a single "walled" floor piece to support higher floors, which I understand the idea of, but the fact 1 single walled tile works and the lack of building errors or feedback doesn't support this well (pun not intended.) The alchemy system is a good start, though you can feel the limitations of a game at times (broad tags, a lot of items not exactly keeping the properties of both, but being cases where a bow + anything "lunar"y always makes the same item, any ice cube + sword = Cold Snoop Dogg Snow Cone Machete) but this is a compromise I can understand. The next best thing would be a procedural item system with graphical pieces stitched together but this surely falls out of what the dev team is focusing on. Simple dungeons give you a goal to pursue, but once you happen upon a strong weapon you can just clear these for loot that tends to be worse than your weapon. Over all a promising take on Sburb, but this certainly needs more time before it is what I'd consider a fully playable experience and I'm not sure if the devs' priorities will make great use of the time.
Posted 27 November, 2024. Last edited 27 November, 2024.
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50 people found this review helpful
1 person found this review funny
2
3
320.9 hrs on record (131.0 hrs at review time)
Early Access Review
* Updated for the Clean Update, original review at 131h
* 50% off until 15 August

Possibly one of the best roguelikes I've played. That's next to ♥♥♥♥♥♥♥ insane titles like Noita and big titles like Risk of Rain 2. It lacks the secrets and incomprehensibility of the former and definitely isn't 3D nor has the lore and fame of the latter, but it definitely has its niche and place among my favourites that the others just don't fill. Words can do little to express the sheer joy this game has brought me, but I'll give it my best shot so you consider forking over the (honestly shockingly low) cost to try it yourself.

First of all, this game is packed with content. Absurd amounts of items, builds, characters, levels, optional challenges, everything. With even more content after you've gotten the hang of things. Not to mention the many planned content expansions, and even the content in updates not focused on content. Each character has a unique passive ability, active skill, starting equipment, and over all playstyle. Hell, some of the secondary roster (there's 34 whole characters!!) all of which feel distinct somehow. And the madlad dev intends to add more, and even give them subclasses!! Not only that, but the dev continues to polish existing content. Nothing is left behind with updates changing systems and introducing new mechanics -- it's one thing to add a lot of stuff, but it's a whole other thing to go back and update the old content despite the sheer volume of it.

What's next.. the progression of it? Gameplay is split into "world tiers" on each save, so the experience grows out alongside an overarching narrative (But this isn't a story game, don't expect to sit through endless dialogue. Just framing for the setting and endings, some flavour, and a good guide through the game.) You unlock more content as you play more, more characters, and an optional metaprogression tree (emphasis optional, you can absolutely play without it if you aren't a fan of them. Just makes things tougher without.) You can turn on difficulty toggles that actually shake up the gameplay experience instead of just bumping enemy stats for more challenge, letting you keep things interesting long after you've mastered the game. Cinder 16 (the current highest difficulty) is a satisfyingly difficult experience that tests your skill each run, you can't simply luck your way to a win. (plus, there's more cinder levels coming in the future!)

The graphics are subtle but incredible as well. A consistent and pleasant pixel art aesthetic with a CRT shader that doesn't make me want to gouge my eyes out for once? And you can even change how intense the shader is, reducing it to 0% or doubling its intensity. Things are nicely color coded so you can pick up on things intuitively after some time, green is dex/ranged, red is str/melee, blue is int/magic. dark purple is curse, yellow is loot, you get a sense for things relatively quickly. The visual design is on point with shockingly readable designs despite tiny textures and minimal colors.

And I would be remiss not to mention the game's humor and references. Playing this game I barely went a few minutes without going "Hey, that's just like thing from game!" and chuckling about the silly gags and boss dialogue. DOOM? Final Fantasy? Lord of the rings?? damned D&D??? the ♥♥♥♥♥♥♥ POTION SELLER MEME??? This game wears it's inspirations and references on its sleeve with pride, and it gives the game a nice light hearted feeling outside the tense boss battles and occasional well deserved steamrolling when you get a good build going.

There's far too much to praise, and very little to criticise. The developer (yes, singular, shockingly) is active among the community and addresses issues with the game, answers questions and shares sneak peeks (check out their twitter!!).

I can easily see this game sticking around among my go-to roguelikes, and I'm hoping you feel the same way after playing it yourself. Treat yourself to a high quality game that doesn't demand your life's savings on install or monthly, doesn't come with a billion microtransactions and mass appeal bloat, and has genuinely solid foundational mechanics and expansive content on top of it. And hey, if you don't end up liking it, get a refund. It doesn't hurt to try! I can confidently recommend this absolute gem of a game.
Posted 22 July, 2024. Last edited 9 August, 2024.
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1 person found this review helpful
1,752.3 hrs on record (1,032.0 hrs at review time)
Good game, though entire hours of your life will go missing if you start playing
Posted 19 January, 2024.
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1 person found this review helpful
7,255.6 hrs on record (1,008.4 hrs at review time)
Its (still, as of 5k hours) better than photoshop. Excellent tool.
Posted 31 March, 2023. Last edited 29 June, 2024.
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1 person found this review helpful
126.8 hrs on record (5.1 hrs at review time)
THE best fighting game. Period. No "rollback netcode" no "input delay" no "reaction time" just pure sick moves against other people, undoubtedly THE best fighting game. Ever.

Still very good.
Posted 2 February, 2023. Last edited 23 November, 2023.
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6 people found this review helpful
1
1,297.8 hrs on record (23.6 hrs at review time)
An actual diamond in the rough, which will somehow find it's way into your bloodstream to kill you out of spite. Noita is a game with zero handholding. No game is like it. EVERY pixel is simulated. Threw a bomb to get to a heart? well now you've set fire to the wood around you, which caused a potion of acid to fall over and now you're melting to death while far enough to have the false illusion of safety. This game will beat you to a bloody pulp, it takes a certain kind of stubborn player to enjoy. Also has an incredible modding community, and the devs are back making updates again. I am not exaggerating when I say this is my favourite game ever.

10 / 10, once you get the hang of things you rarely feel like you've had no say in your death, it's a bit rough in some places but with the right knowledge that just adds to it's charm. Balance is an illusion, some spells will actively cause you more harm than any enemy ever could, but with a single other spell turn into level clearing murder machines. Other spells have near zero downside to ever using. Incredible wand-building system which gives more build diversity than any procedural roguelike could ever. Flaming sawblades that lash out tentacles homing in on wands in the world only to explode into actual living deer which rapidly multiply and explode? Doable. Genuine actual ballistic missiles which run away from enemies, eating terrain then after a delay firing out a square of tiny death particles, only to cast another wand which turns each and every little particle that just created into literal nukes? This game won't stop you. Magic which creates massive bubbles of ice, flooded with water, teleporting around chaotically towards enemies only to latch on to them, downing them while repeatedly firing circles of healing magic only to prolong their suffering? Just hope you don't drown yourself. This game knows no bounds. The pixel sim is beautiful and brutal, a thorny rose which will cause you to bleed out just by looking at it. Alchemy which explodes, burns, freezes, zaps, melts, and tries it's hardest to murder you. Come across the right reactions and you might brew flasks of infinite wealth and vitality, or melt entire biomes with all consuming void liquid.

Noita is a game like no other. And if you've got the patience, you can go on endless self imposed challenges, play with even more content mods, speedrun to beat the game in literal seconds, there are users with thousands upon thousands of hours for a reason. I will never find a game quite like noita again, a literal masterpiece made of divine spite from a handful of sadistic arson-inclined finnish people behind other brilliant games like Baba Is You (this game also has reality bending tomfoolery, to a lesser extent!) and The Swapper.

Do yourself a favour, buy this game. If you can't handle it, I understand.
Posted 30 December, 2021. Last edited 6 July, 2023.
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Showing 1-7 of 7 entries