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Recent reviews by Lome

Showing 1-10 of 10 entries
No one has rated this review as helpful yet
20.6 hrs on record
Good game. I practiced/repeated all of the fights and ended up with only 20 hours played. Probably not the best value at full price.
Posted November 30, 2025.
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1 person found this review helpful
348.5 hrs on record
ain't not no bad things to be said 'bout this game
i only had to deliberately work for one of the achievements out of them all. for the rest i was just enjoying the content
Posted November 20, 2025.
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No one has rated this review as helpful yet
0.7 hrs on record (0.2 hrs at review time)
Early Access Review
FPS is much worse than the first one even on low settings. Also no online multiplayer
Posted August 13, 2025. Last edited September 19, 2025.
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9 people found this review helpful
2 people found this review funny
2.0 hrs on record
Early Access Review
The game is not worth $11 in its current state, but I think it is well made enough that it deserves a positive review. The game has very little replayability at the moment, but if it were cheaper I probably would have not refunded it and finished the content.

Bad Stuff:
- The passing of time slows down when the player lands a hit on an enemy. It's disruptive and overly hand-holdy.
- The player can instantly halt the game by pausing. To make matters worse, the pause menu is transparent, so enemies can still be observed in their suspended states. The potential for "pause meta" or other exploit metas is a sign of sloppy game design in my opinion.
- There's really no variable attack timing/speed or anything to that effect. I think some enemy types vary their attack animations but not their timing, so defending against a particular enemy type is just a matter of knowing its attack.
- Both parry cooldown and parry window, but especially parry window, seem too forgiving/lenient.
- The game doesn't tell you how much actual damage you'll do with a weapon accounting for modifiers/multipliers/multiple damage types, etc.; this lack of transparency makes comparing weapons frustrating and can lead to confusion about the mechanics behind various boons, status effects, weapon bonuses, and passives.
- The boon selection menu needs to MOVE ALONG for real. It keeps the player waiting ages. Waiting for the animation of the end-of-room upgrade crystals is annoying too.
- Upgrading a weapon is RIDICULOUSLY expensive and doesn't feel rewarding since it will probably be replaced within a few rooms or in the next zone. And that's another thing: It's hard to just keep one weapon type since far better weapons (often of a different type) will commonly drop as you progress through a run, so you can accrue a lot of bonus damage for a particular weapon type only for it to end up being a waste.
- Having to hold the use key for a fraction of a second to pick up treasure is the most annoying thing in the world and serves no discernible purpose. I also think it takes a bit too long to salvage weapons.
- In my opinion, I don't like not being able to parry at all if you don't have enough stamina for it; it feels bad.
- Scouting for treasure does feel a bit tedious. I know it glows, but it's still easy to miss if you don't spend time looking.

Good Stuff:
- There's like a pig or sheep or something and a chicken, and they have their names over their heads and it's great.
- The game is somewhat well optimized for high-ish FPS and doesn't get my CPU too hot.
- I think enemy damage is decently balanced. The enemies in the first zone are kind of weak, but it's okay.
- It has a good atmosphere and nice changes of scenery.
- Enemies dodge when you attack from afar and probably don't have the worst pathing ever so I guess their AI isn't completely one-dimensional.
- I wouldn't call it boring; I think for the time I played it it was fun.

Suggestions:
- Something like a perfect parry mechanic that drains less stamina would be nice, especially in sustained/prolonged fights.
- I would like it to be easier to make choices to deliberately build for a specific playstyle and also easier to keep a certain weapon or weapon type. I think the same thing goes for damage types associated with individual weapons.
- The combat system should be more stimulating and enemy types should be more varied. For example, casters are all pretty much the same, so different types of casters should do different stuff or at least have unique animations. Also, enemies of a specific type should perhaps vary their attack timing/speed. There may be some instances where this already occurs, but, if so, it's not nearly prominent enough. I want to have to spend some actual time becoming familiar with enemies and the mechanics of combat and improve by building muscle memory and acquiring game knowledge, and there really isn't too much of any of that going on currently.
- I think it's possible to get through the whole game without paying much attention to gear/upgrades. This is due in part to the way the scaling of weapon drops across zones works: Everything that drops in a zone is kind of just a perfectly adequate weapon for that zone. I think it would be good if you had to actually upgrade and refine a weapon and build a strong build in order to progress through some of the more difficult zones, and this ties back to some earlier points too.
Posted May 26, 2025. Last edited May 26, 2025.
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6 people found this review helpful
4 people found this review funny
0.6 hrs on record