I wrote that in a few minutes. Is an hour how long it took you to read it? If so, your constant brevity makes sense. Knowing how to leave good feedback is a life skill, one that you seem to lack. If you need help with it, most community colleges offer a 1 credit hour course on the subject. Understanding why you like/dislike or agree/disagree with someone or something is also an important life skill. If you cannot articulate your reasoning beyond a singular word or phrase unless responding to someone else, at which point you only begin to extend to sentences, I pity those who would call you friend and those you call the same.
TheGreatKorpse
Recent community posts
Lets break that down. Again, mechanically, in play, it's a very different game. Same core concept, a lethal push-your-luck game; but mechanically, at their cores, two very different games. Simplistic graphics that none-the-less have very distinct artistic styles with the sole similarity in that regard being nostalgic, psx style vibes, and psx has a very broad range of styles.
The styles of BSR and this game are very different. SIDE EFFECTS is trying to juxtapose a quiet, bright, sterile environment, with cruel lethality. Your opponent isn't the devil or a monster, just another victim of the system, another "Subject" albeit a cartoonish one with realistic-ish teeth. It's calm, collected, and horrifying. BSR is horror too, but of a very different brand.
You are presented with an overstimulating environment then led into a dark, dingy, backroom, but still can't escape the pounding music. All the better for the noisy and chaotic game you've sat down for against a being who has allegedly killed God. The game is tense in every moment, but still, in the end, a game.
You pop the occasional coin-flip healing drugs, but you're also drinking, smoking and killing with the devilish thing that is the Dealer; and indeed, he is the dealer, he is in control for the duration of the game, getting more frantic as he loses.
The only thing "Low Effort" animation proves is that a dev is more confident in their programing than in their modeling and/or animating. If it's truly that simple and "low effort" to make a push-your-luck game with different mechanics and style and models, you do it. Or provide constructive feedback rather than calling things "good for a game jam" or "copycat"s or "overpriced."
Notably, I don't think anything about this game is low effort. game dev is hard, the visual elements being the hardest part, and this game looks GOOD. It knows what its doing with its visual style and that looks better than just trying to "look good" or look "high effort."
Let's talk about why you think that:
In Buckshot Roulette, the players take turns firing either at themselves or each other, with items that modulate the gameplay, and a (sometimes variable) expanding health pool, with limited revives from an onsite doctor.
Compare with this game which has an added tolerance mechanic, almost ensuring you'll take at least one hit per play-through and adding effects to what mechanically are equivalent to BR's blanks. There are no items (that I experienced) which allow you to heal OR increase damage, nor can you steal an item from your opponent; you can merely copy it.
Push your luck games with a lethal twist are nothing new, and variance caused by picking along with statistics rather than a randomized load order means a more controlled form of push-your-luck than BR, even if this game may be inspired by it.
MonsterHearts also has a "The Chosen." It's not about being the main protagonist, it's about being the emotional turmoil that comes with being the "Chosen One" for better or worse.
"Soap Opera" is a great way of putting it. I'm sorry your play experience was mediocre, but it openly says that's a TTRPG about narrative drama with flirting and zingers. The system has you pull at each other's heart strings for bonuses, the point is to create complicated interpersonal conflict intermixed with physical. There's a reason the setting suggestions are at the end, it's for telling open-ended Soap Operas with Violence like how the Blades is for telling open-ended Heist and Gang dramas. The Dusk is less important than the Engine.
Pick better blues and spell items. ANYTHING that does 4+ damage makes ghosts easy, and they're the only real threats that fight. The baron himself gives you 1 mana for every 2 damage, meaning even regular burst, 2 damage or 2 shield for 2 mana effectively costs 1, 1.5 mana against him. It's like most bosses, if you don't deal with the adds, you're dead. Have the high damage heros focus the ghosts first
