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different_archie

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A member registered Jun 27, 2022

Recent community posts

(3 edits)

I played about a dozen rounds, i like the concept, and the presentation is good. But i don't really get the gameplay and there are some things that, i feel, are poorly (or not at all) explained.

First, the more-or-less objective things:
- There are stat boosts for both cooldown and firing speed. Both starting weapons have a blue cooldown bar. To add to the confusion, one of the leveling rewards gives you +15% to cooldown AND firing speed for the same weapon class! Are these just 2 different stats that do the same thing? I tried only leveling cooldown, it seemed to work, but when i went for pure firing speed, the difference wasn't noticeable (then again, i died early).

- Speaking of weapon classes! The Airman has a requirement to kill enemies with a rifle, that the Marine doesn't have.  The little weapon selection window on the "Customize" screen doesn't seem to do anything other than showing you weapon icons. Moreover, the "+15% this and that to submachineguns" implies that there are SMGs other than Thompson! Do i get them mid-round or something? Because if i need to select weapons from that menu, it's really hard to guess how it's done!

And this one is a lot more subjective, but i can't really tell how to play this. The camera is really zoomed in, and you can't see enemies until, basically, they are already firing at you. If you back away, more enemies spawn behind you. I tried moving towards enemies and strafing them, and that worked a little better, but the projectiles are too fast to just bob and weave around. What's a good strategy?

Edit: oh, i just saw the trailer... I think i get it the intended way to play, somewhat, but my reflexes might not be enough.

Edit 2: nevermind, i got to the point where weapons start dropping. Movement speed almost feels like a necessity though

Edit 3... I think i found a glitch, where enemies can keep moving and attacking you on the upgrade screen. Possibly related to frenzy. Haven't purposefully tried to replicate it, but happened twice already

Whole buncha mistakes on the final level. I thought i was going nuts

I like what you did with the controls. Didn't really expect this level of refinement. Having the inventory all mapped to 1-V is a clever idea, KB-only play would have been a nightmare otherwise. I also like how the spell cones work, gives them a really smooth feeling for a grid-based game. A surprising amount of polish for an indie title.