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Things that I feel that the game falls short.

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a year ago
Oct 21, 2023, 2:53:47 AM

Controls

  1. One interact key for all types of interaction. Items and vendor being close to another, building node and pickup/modules being close resurrecting player. Things that we want to do in the heat of battle all being one button and potentially close and mis clickable is terrible.
    This problem has obvious solutions, make items fly further from vendor and have a different keys for certain interactions.
  2. Not sure why shove can't be held to repeat. It has a big endlag and spamming it doesn't feel great


Visual/Clarity

  1. Visual effects for effective damage and resisted damage. If it's in the game perhaps it's not clear enough.
  2. Damage text for above, either make colour display damage type or effective/resisted and crit could take larger fonts if it does more damage.
  3. Some obstacles aren't clear and easy to get stuck, especially last level.
  4. Option to change opacity of turret range indicator, in a large room of several turrets and bosses dropping large aoe with indicators, some indicators overlap in colour and even size. (also probably isn't colour blind friendly.
  5. There's no mention that efficient damage type is flat 20% more damage. Arbitrary text with no numbers to guage how great the abilities are makes it hard to decide if it's worth investing into. Word efficiency is frequent, not really sure what they mean sometimes, is it more damage, does it slow more and last longer, in what way are these efficient exactly.


Game is well polished and looks great and plays great. Decently balanced with some outliers. Content and synergy wise I feel that it's a bit lacking but not a huge problem and I hope it improves overtime.

Updated a year ago.
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