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Recent reviews by =(eGO)= Too_Tall

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7 people found this review helpful
29.4 hrs on record
Game and it's developers have managed to perfectly show how to mismanage a potential gem of gaming and I hope others learn lessons to avoid this in the future. The decisions made since release have almost been consistently bad. The weapons that were fun ended up nerfed into the ground, the combat balance skewed toward high end difficulty and the wars controlled/regulated without transparency. The Sony mistake was just the nail in the coffin.
Posted 13 May.
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2 people found this review helpful
5.5 hrs on record (2.7 hrs at review time)
Early Access Review
Review was positive to allow for updates, but no updates for 8 months. Guessing this project has been dropped.

The Good:
*Music fills in the background without becoming annoying or repetitive.
*Artwork is well done and pairs with the theme of the game.

The Neutral:
* Gameplay is decently done, with some better tooltips it compares to your standard deckbuilding rouge-like.
*Balance (edit 06/29/203) - The cards still need a lot of balance work, along with the temples. Temples are in STS terms, Ascension levels. Aside from higher difficulty and more enemies, there is very little uniqueness to each temple. Would be nice if they had a theme or something along those lines. As I get closer to the highest temple level, I start to wonder what the point of previous temples are aside from being easier.
*UI just needs a bit of polish. Targeting can be a bit awkward at times, and it seems you can not use your mouse1 yet to look up and down the map (only scroll wheel).When selecting a card reward, you need to unselect a card to change your option. When it comes to the map itself, it can sometimes not be apparent on first glance as to what node you are currently on.
*Save state - Currently there is no save state for your progress in a temple. If something comes up or your computer restarts, you are sent back to town and start over.
*Cycling cards - (edit 06/29/23) cycling issue appears to be resolved and working as you would expect.
*Chest clicking - Seems like a punishment to chose a chest node and then need to click it 5+ times to open it. Feels unnecessary and there are plenty of other games already helping me level up my carpel tunnel.
*Meta-progression - I love meta-progression games. Nothing like getting tangible progress in some regard to the game regardless of failure or success. It makes every attempt feel meaningful, even if you fail miserably. That being said, I hope the devs make meta-progression in this game a bit more difficult to obtain and less balance breaking. To be honest the current state of meta-progression feels more like I am unlocking cheat codes, rather than adding slightly changes to the difficulty. The cost is so low that in two hours and without focusing resource nodes, I was able to unlock most of the bonuses. Getting two free energy every turn for playing 6-7 runs is insane and makes energy generating cards feel pointless unless you are creating an infinite combo deck.

The Bad:
*Soft-locking - (Edit 6/29/23) As far as I can tell the soft-locking issue has been resolved.

*Quality of Cards - Higher quality cards in this game does not equal actual quality. Some of the most powerful decks I was able to create were almost exclusively common cards. In fact, leveling and getting new cards unlocked just made me skip card rewards more often. Catalyst (legendary) for example does damage based on the number of poison stacks an enemy currently has. However there are only 2-3 ways to poison in the game making the card mostly useless.
* Optimization (Edit 06/29/23) - Dev appears to have fixed the issue with whatever was causing high GPU usage.
*Blasphemy (Edit 8/30/23) - The Blasphemy called bloated cards blocking screen bug seems to have been fixed.
* Mechanic Bugs (Added 8/30/23) - Powers seem to not be working correctly. The power that deals damage when you play cards, only damages the front enemy and once it dies the effect stops working. Some cards change their description mid combat and say they do something they don't. For some reason beating an Elite enemy now beats the temple (only played one run because it is late so not sure if this was a one off glitch). Enemies being able to just steal all of your buffs also seems like a bad idea, it completely counters a defensive buffing play style to a near auto losing extent.

TL:DR - The game has a lot of promise and I would recommend it if you enjoy deckbuilders and meta-progression. There is a lot of work that still needs to be done but the groundwork is there.
Posted 13 May, 2023. Last edited 16 April.
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1 person found this review helpful
314.1 hrs on record (284.4 hrs at review time)
The more you play the game, the more you notice everything wrong with it. You get your monies worth, it is just sad the developers focus so much on new killers and forget to fix all the problems each new patch brings.
Posted 23 April, 2021.
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Showing 1-3 of 3 entries