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Aspects of the game I found lack depth.

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a year ago
Oct 23, 2023, 7:14:44 PM

I want to start by saying that I do enjoy my time with the game but cant help but feel dissapointed with certain aspect of it. This is probably my fault for expecting a DoTE with twinstick shooter elements, but they share so many similarities that it's hard not to compare the two.


The Dust system feels like a shell of what it could be. As it curently stand you rarely come across dark rooms and even less so that are worth the Dust to be powered. I would love to see way more unpowered rooms with a reliable way to get Dust, killing monsters or finishing a wave could net you Dust. Or being able to unpower rooms, getting back a portion or all of the Dust used changing floors except for the Dust used to reroll perks for Crystal Bot.


I find monster spawn rooms in its current state lackluster. One of the best strategy is to camp a spawn rooms with maybe a turret in it until the 4th spawner is found and even then, it barely changes. I would love for them to be unpowered and unable to be powered or maybe after a wave, they could relocate to a different explored room and force it to go dark, changing your strategy, adapting to different enemy pathing. Or return to the old formula of removing the spawn rooms altogether, monsters only spawning in dark rooms and preventing spawns using Dust.


I find that filling the room where the Crystal Bot is located with turrets is a very powerful strategy. Those rooms are often very big with ample space, generous sightlines, and enough turret slots to lock it down completely. This causes you to just teleport back to Crystal Bot as soon as a wave starts and hold the shoot button in a singular doorway. A solution to this could be to have no turret slot in the Crystal Bot room (just like in the Core district near the end). This could encourage you to make multiple chokepoints and think about where to leave specific heroes/build turrets to better defend.


We have 4 enemy type but variety is lacking, something is needed to take players out of their confort zone and not just park in front of a doorway and shoot. maybe special enemies could be added to force you out of position, such as a merry suicide bomber prioritizing heroes or the Crystal Bot that explodes if not dealt with. A door breacher going for a closed door triggering reinforcement if it opens it and creating different monster pathing. A power siphon unite temporaly leaching power out of the room currently in.

Generators are too few but their resource generated are too great. A bad generator spawn can be very frustrating and very hard to defend against. Losing it is a huge setback, or seeing none early on the floor only to find it in a room next to the exit is discouraging. Reduce the yield of generators but increase the frequency of them spawning. This would mean that losing one doesn't cripple your entire economy.

Updated a year ago.
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a year ago
Oct 24, 2023, 5:36:44 AM

It is a roguelike, with very few elements of one. Your heros do not grow strong over time/doors/waves/xp/kills. Only if you find one specific vendor if it spawns at all.


Weapons are very unbalanced due  to fire rate being way to low on charge up style guns.


Mechanics are not explained,what is wit how does it work or affect anything, and very little in game tells you of your abilities.


Industry is too powerful. The game trys to trick you with Industry vendors, but that's bull.


Enemies might as well all have the same model for what they do and shoot. Very little identifiers in the crowd.



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a year ago
Nov 2, 2023, 9:59:23 AM
Rasbii wrote:

I want to start by saying that I do enjoy my time with the game but cant help but feel dissapointed with certain aspect of it. This is probably my fault for expecting a DoTE with twinstick shooter elements, but they share so many similarities that it's hard not to compare the two.


The Dust system feels like a shell of what it could be. As it curently stand you rarely come across dark rooms and even less so that are worth the Dust to be powered. I would love to see way more unpowered rooms with a reliable way to get Dust, killing monsters or finishing a wave could net you Dust. Or being able to unpower rooms, getting back a portion or all of the Dust used changing floors except for the Dust used to reroll perks for Crystal Bot.


I find monster spawn rooms in its current state lackluster. One of the best strategy is to camp a spawn rooms with maybe a turret in it until the 4th spawner is found and even then, it barely changes. I would love for them to be unpowered and unable to be powered or maybe after a wave, they could relocate to a different explored room and force it to go dark, changing your strategy, adapting to different enemy pathing. Or return to the old formula of removing the spawn rooms altogether, monsters only spawning in dark rooms and preventing spawns using Dust.


I find that filling the room where the Crystal Bot is located with turrets is a very powerful strategy. Those rooms are often very big with ample space, generous sightlines, and enough turret slots to lock it down completely. This causes you to just teleport back to Crystal Bot as soon as a wave starts and hold the shoot button in a singular doorway. A solution to this could be to have no turret slot in the Crystal Bot room (just like in the Core district near the end). This could encourage you to make multiple chokepoints and think about where to leave specific heroes/build turrets to better defend.


We have 4 enemy type but variety is lacking, something is needed to take players out of their confort zone and not just park in front of a doorway and shoot. maybe special enemies could be added to force you out of position, such as a merry suicide bomber prioritizing heroes or the Crystal Bot that explodes if not dealt with. A door breacher going for a closed door triggering reinforcement if it opens it and creating different monster pathing. A power siphon unite temporaly leaching power out of the room currently in.

Generators are too few but their resource generated are too great. A bad generator spawn can be very frustrating and very hard to defend against. Losing it is a huge setback, or seeing none early on the floor only to find it in a room next to the exit is discouraging. Reduce the yield of generators but increase the frequency of them spawning. This would mean that losing one doesn't cripple your entire economy.

Thanks for the feedback, really appreaciated.

Agree that there is room of improvement with the Dust and the Dark Rooms, something we have in mind for future updates.

I really like the idea of less or none turret slot in the crystal room, but I can see that this could be a huge frustration for more casual players.

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a year ago
Nov 2, 2023, 10:14:08 AM
Darkvramp wrote:

It is a roguelike, with very few elements of one. Your heros do not grow strong over time/doors/waves/xp/kills. Only if you find one specific vendor if it spawns at all.


Weapons are very unbalanced due  to fire rate being way to low on charge up style guns.


Mechanics are not explained,what is wit how does it work or affect anything, and very little in game tells you of your abilities.


Industry is too powerful. The game trys to trick you with Industry vendors, but that's bull.


Enemies might as well all have the same model for what they do and shoot. Very little identifiers in the crowd.



Do not hesitate if you want to start a thread to share more details for example about the weapons. Example: Gatling should have less fire rate but more damage, etc etc.
I am sure the team will be super interested in getting those details and proposals

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