2
Products
reviewed
218
Products
in account

Recent reviews by Pepper

Showing 1-2 of 2 entries
26 people found this review helpful
2
3
0.7 hrs on record
Early Access Review
The multiplayer appears broken. Being able to join a friend from your Steam friends list is very hit and miss. And by that, I mean you're 90% likely to miss, spend 40 minutes of your game time trying to connect, and only 20 minutes actually in-game.

This game is not ready to enter open access - this isn't a beta, this is an alpha.

This game is CERTAINLY not ready to be sold at the price they're charging.

This gives me a whole load of dubious "quick asset flip cash grab" vibes, riding on the tails of Phasmophobia for an easy buck.
Posted 18 July, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
12.6 hrs on record
Early Access Review
This game was fun, for the first... three hours? About that. But after that, it got dull.

As a quick summary TL;DR, there's too much grinding.

That or it isn't tuned for people playing as pairs. All of my comments and thoughts on this game are from playing as a pair with my partner, so bear in mind it may be a different experience for groups of four.

We also did not play long enough or progress long enough to unlock much of the character customisation. Maybe the game would have picked up? But I think that we found it un-fun enough to not even go that far is telling as it is. And also, yeah, it's still in development. My fault for playing something not finished.

Anyway, read the rest of this for a semi-detailed breakdown!



Grind, Grind, Grind
The first issue we came across was that we could not just play a level once, then go on to the next level. Well, we could... but only for the first four to five levels. After that point, we were unable to progress: enemies kept getting through.
While this makes sense (we can't always have someone sitting to trigger traps with just the two of us), I feel that perhaps the enemies were not correctly scaled to account for this? Either way, this forced us to go back and grind the previous levels a couple of times... which we did, and then decided, actually, no. We weren't going to grind. If the game required grind, then it wasn't the game for us.
While we were grumbling about this, it made us more inclined to critically judge the rest of the game.

Noodle Based Weaponry
Early level turrets did not feel inpactful. We thought long and hard about why this was, and it turned out it was because enemies did not seem to react. We aknowledged that actually stopping moving and flinching could be a bit too overpowered, especially with AoE stuff (monk, archer), but enemies should at least react a LITTLE to taking a cannon ball to the face.

Slingshot Rubber Banding
I have an unstable internet connection, it's just something that happens if you live out in the arse end of nowhere. This means I get to experience how games handle high ping and packetloss... and DDII handles it terribly.
Movement and character location appears to be recorded server-side, or something. I don't know the technicalities. What matters is, with high ping, you pretty much lose control of your character completely. It seems the server gets told, "The character moved left! We've had no further news, so we assume they're still moving left!" However, in game you just strafed a little on your screen. Unfortunately, the news then returns from the server that, according to its prediction of your movement, you threw yourself into the water and died. While some games just get awkward and unresponsive with high ping, this game becomes downright unplayable as it throws you all over the place like you're in a rubber slingshot.
This also seemed to happen on days when our internet wasn't being partifcularly bad, the servers just seemed laggy.
TLDR: Ping or packetloss causes you to throw yourself to your death. Frequently. Also results in loss of control of your character as the server force-positions you where it thinks you are. This makes the game completely unplayable with high ping, rather than just awkward.

Apprentice or Squire? Eh, same thing!
At low levels (and we didn't get any higher, due to disliking the game) the first two defenses of Squire and Apprentice are pretty much the same. Despite the characters seeming dramatically different (knight and wizard are pretty different, in my opinion), their early turrets seem pretty much the same.
We didn't get to see the later ones, as we just got fed up with having to repeatedly grind the same levels to get our own levels high enough to not fail repeatedly.

3+ Or Bust?
It seemed to us like the game did not scale enemies according to how many players you have in a level, specifically if you have under 3 players. Granted, this is meant to be a 4 player game, but sometimes you just want to play with one other person.
Posted 23 June, 2015. Last edited 24 June, 2015.
Was this review helpful? Yes No Funny Award
Showing 1-2 of 2 entries