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Title: Asura: Vengeance Expansion
Genre: Action, Indie
Developer:
Ogre Head Studio
Publisher:
Ogre Head Studio
Release Date: 13 Apr, 2017
Minimum:
English,Simplified Chinese,Traditional Chinese,Japanese,French
So this is another rogue-like dungeon crawler. This game has the unique aspect where the skill tree is random every time you play it. I was hoping this would make things exciting and truly make every game feel different. Unfortunately\u2026. It really doesn't.
This is because the skills really aren't a core part of your gameplay, since the cooldown is only reduced by killing enemies, and the cooldown of most abilities is like 7-10\u2026\u2026 so you will only be able to use them every 3rd room or so. For bosses, you will only be able to use them once, so it's really not a good idea to rely on your abilities (they're not all that interesting anyways. Some abilities are shields, some abilities let you passively do burn\/poison damage, some abilities do a lot of physical\/magical damage to enemies, etc\u2026 Pretty standard stuff)
Instead, most of your time will be spent running around in a circle sniping enemies. See, you're given a melee and a ranged weapon. The developers tried to encourage you to use both by having ranged weapons do more damage to melee enemies and melee weapons to more damage and stun ranged enemies. Unfortunately, this wasn't enough, and it's correct to use your ranged weapon in like 95% of situations (the other 5% are 1 type of enemy who have shields that deflect ranged weapons and can only be destroyed by melee attacks. Far more enemies needed to have something like this to encourage melee combat).
While this would be fine if enemies posed a challenge, they really don't. I was thinking that because this game had a "dodge" button, the enemies' attacks would be designed in such a way that you HAVE to dodge in order to avoid damage (e.g. like Enter the Gungeon). NOPE. You can just stay at range and run around in circles shooting at the enemy until they're dead. Hell this works on ALL bosses I encountered, including the final boss.
Because "running around in circles shooting at enemies" is the easiest way to beat the game, your core strategy is also going to be the same in all runs. "Scavenge" enemies for money for the 1st-3rd dungeons. Buy the item that gives you +10 ranged weapon damage and +75% movement speed in the shop. The shop always has the same items and they increase in price as you go up in levels, which is why it's best to buy the items as fast as possible. In addition, enemies drops from "scavenging" only increase by like 50-100% as you reach the final level but the drops from "absorbing" enemies go up by around 400%, so it's better to scavenge early and absorb later.
Finally, there are a bunch of annoying design decisions made throughout the game:
\t\u2022 There's a "burn" effect that DESTROYS A PIECE OF YOUR EQUIPMENT\u2026\u2026. Omg. Why have this\u2026.. Just\u2026\u2026 why. It's not THAT bad if you carry around a salve that can heal your burns that you can buy from the shop. This item can be used 3 times. However, if you ever run out in a floor and you lose a piece of valuable equipment due to burn, that is absolutely rage-inducing.
\t\u2022 You can only carry around 6 "passive and consumable" items at a time\u2026\u2026God dammit -_- . Guess what, consumables are usually more important than passive stat boosts, since consumables can restore health, prevent burn damage, and refill ammo. Every run, and multiple times within those runs, I had to leave a valuable passive item, which contributed to all the runs feeling samey.
So this is a rogue-like dungeon crawler where you're going to be using the same core strategy and weapon for all your runs and you're disincentivized from carrying around multiple passive items. And each run takes like 1 hour to finish\u2026\u2026 I finished 2 runs (both 1st try). There are 4 difficulties that unlock as you beat the previous one. I was going to beat all the difficulties but I died on my 3rd run because I got really cocky and forgot to use 3 FULL HEALTH potions in my inventory (lol). I was thinking of trying again\u2026.. But it just wouldn't be very fun so \u2665\u2665\u2665\u2665 it.. So this is another rogue-like dungeon crawler. This game has the unique aspect where the skill tree is random every time you play it. I was hoping this would make things exciting and truly make every game feel different. Unfortunately\u2026. It really doesn't.
This is because the skills really aren't a core part of your gameplay, since the cooldown is only reduced by killing enemies, and the cooldown of most abilities is like 7-10\u2026\u2026 so you will only be able to use them every 3rd room or so. For bosses, you will only be able to use them once, so it's really not a good idea to rely on your abilities (they're not all that interesting anyways. Some abilities are shields, some abilities let you passively do burn\/poison damage, some abilities do a lot of physical\/magical damage to enemies, etc\u2026 Pretty standard stuff)
Instead, most of your time will be spent running around in a circle sniping enemies. See, you're given a melee and a ranged weapon. The developers tried to encourage you to use both by having ranged weapons do more damage to melee enemies and melee weapons to more damage and stun ranged enemies. Unfortunately, this wasn't enough, and it's correct to use your ranged weapon in like 95% of situations (the other 5% are 1 type of enemy who have shields that deflect ranged weapons and can only be destroyed by melee attacks. Far more enemies needed to have something like this to encourage melee combat).
While this would be fine if enemies posed a challenge, they really don't. I was thinking that because this game had a "dodge" button, the enemies' attacks would be designed in such a way that you HAVE to dodge in order to avoid damage (e.g. like Enter the Gungeon). NOPE. You can just stay at range and run around in circles shooting at the enemy until they're dead. Hell this works on ALL bosses I encountered, including the final boss.
Because "running around in circles shooting at enemies" is the easiest way to beat the game, your core strategy is also going to be the same in all runs. "Scavenge" enemies for money for the 1st-3rd dungeons. Buy the item that gives you +10 ranged weapon damage and +75% movement speed in the shop. The shop always has the same items and they increase in price as you go up in levels, which is why it's best to buy the items as fast as possible. In addition, enemies drops from "scavenging" only increase by like 50-100% as you reach the final level but the drops from "absorbing" enemies go up by around 400%, so it's better to scavenge early and absorb later.
Finally, there are a bunch of annoying design decisions made throughout the game:
\t\u2022 There's a "burn" effect that DESTROYS A PIECE OF YOUR EQUIPMENT\u2026\u2026. Omg. Why have this\u2026.. Just\u2026\u2026 why. It's not THAT bad if you carry around a salve that can heal your burns that you can buy from the shop. This item can be used 3 times. However, if you ever run out in a floor and you lose a piece of valuable equipment due to burn, that is absolutely rage-inducing.
\t\u2022 You can only carry around 6 "passive and consumable" items at a time\u2026\u2026God dammit -_- . Guess what, consumables are usually more important than passive stat boosts, since consumables can restore health, prevent burn damage, and refill ammo. Every run, and multiple times within those runs, I had to leave a valuable passive item, which contributed to all the runs feeling samey.
So this is a rogue-like dungeon crawler where you're going to be using the same core strategy and weapon for all your runs and you're disincentivized from carrying around multiple passive items. And each run takes like 1 hour to finish\u2026\u2026 I finished 2 runs (both 1st try). There are 4 difficulties that unlock as you beat the previous one. I was going to beat all the difficulties but I died on my 3rd run because I got really cocky and forgot to use 3 FULL HEALTH potions in my inventory (lol). I was thinking of trying again\u2026.. But it just wouldn't be very fun so \u2665\u2665\u2665\u2665 it.
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