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Recent reviews by Mekakku

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1 person found this review helpful
34.7 hrs on record (15.8 hrs at review time)
Early Access Review
Veeery goood, I actually watched RevScarecrow and Northernlion on Youtube play this months back, suddenly got the kick the buy and play this and been having a blast. Figured I'd leave some feedback and suggestions, I'm not too sure what's already confirmed to come and what's not, buuut hey. And yes, I realize this game is still in Early Access.

Overall flow of the game is great - so are all the pegs and powerups so far! Clearly many different ways to play it, but not gonna lie I veeery, very often gravitate towards some sort of "upgrade the board" and/or "refresh to heal" sort of build. I always make sure to have atleast some sort of way to heal, whiiich is probably fine and obvious to have, but it did leave me hoping I could just use more money to heal more. Too often I just find the orbs and relics I know that will work, upgrade em, and then just... fiddle around with the rest of the money. Especially if and when the game decides to not give me a single shop (a single guarantee, please? might already be the case though).

My first run was a cakewalk. Aaarguably I had some information from the mentioned Youtubers/streamers sure, but there were still many new things I hadn't seen before, such as the whole Morbid thing. I had some sort of Electropegnet + Defresh potion setup going combined with pegs or relics that upgrade pegs whenever a hit is made, There were definitely a few moments where Morbid and the peg upgrade working together felt real cheesy, but hey, that's kind of the name of the game with all these Roguelikes, finding fun "broken" interactions. Still, it left me thinking there are deeefinitely some things like that I feel like could be balanced a bit better. Maybe adding a floor or two more between the current ones could do the trick, to make the difficulty curve a tad less steep.

I'm also definitely hoping not every peg type or relic will be available from the start in the final game. I'm assuming this will be the case, but it does feel weird it isn't the case in the Early Access version. Still, I'm looking forward to unlocking new things and playing around with them, maybe be forced to use the weaker orbs instead of just passing on them each time.

Other than that a few small things I'd also like improved. The fadeout between screens sometimes gets stuck when the game starts to load the next screen but the screen isn't 100% black (only like 80-90%), and it would be great to see how many bombs I've hit in a turn instead of trying to guess from the goblin fella throwing tons of them. The minotaur miniboss whatever also has a little glitch, if it gets both a chargeup and attack turn during your reload the damage will happen before it actually does the attack animation, actually happening when it starts charging up. Other than those things I'm hoping there will be relics to influence the enemy attack and movement patterns, stuff like slowing their movement down or making them attack more rarely, stuff like that.

More everything from playable characters/classes to floors to boards to enemies to pegs to relics and this game will be amazing.
Posted January 17, 2023.
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