Cool game, but starting from the top after one death?
Response from developer
Hi, thanks for your feedback on the game! We’re happy to let you know a new shortcut system has now been added so you don’t have to start again after losing. We hope you’ll update the game and let us know what you think about this new update, thank you!
No continue possible
Great Game
The only drawback with the game is the restarting from chapter one on a failed dream. While I only had to restart maybe three times before completing the final chapter, it was frustrating.
ok i guess
i understand the whole repetition aspect to it but maybe make it so that theres a different game mode that has optional checkpionts
the game makes it feel like im rage quitting when im not
added two stars for fun gameplay and intresting characters
A Challenging yet Rewarding experience!!
The themes of communication are cleverly expressed through the metaphor of passing a ball around. This is the focal point of the game- a clever dodgeball-esque gameplay loop that rewards creative plays. As the game progresses you begin to learn tricks, such as bouncing the ball off an opponents and into the hands of a teammate, or angling the ball and throwing it at full force to hit multiple grouped up enemies. The wide array of abilities and skills Desta can equip means you can customize her into whatever role you wish for her to take, naturally making her the MVP of your team.
There are some suggestions I have, though. I think the simplest change that can be made that would dramatically improve the ‘Story Mode’ of this game would be to randomize the order of character encounters. Since character unlocks are tied to their encounters, and you encounter the characters in the same order, this leads to extremely limited and predictable team building options in early to mid game. Additionally, this leads to a fear of experimenting with characters you’ve unlocked later, as one wrong move could spell disaster, and playing with a character with an unfamiliar play style could end your run. Randomizing the character order would force you to try out compositions you wouldn’t have tried before, which vastly expands replayability.
If the above can’t be implemented, then an endless mode in which all characters are unlocked would also be great, or an ‘easy mode’ that doesn’t penalize losses could free up some space for character experimentation.
A feature I wish could be added would be the ability to revive a fallen teammate- or at least be able to revive Desta herself. If that would break game balance then maybe a healer character in a future update could be a good addition.
There are also some bugs that could be fixed/features I’d love to see in a future update. Occasionally, the force indicator for a throw is missing. The force indicator is also difficult to see through walls, which is essential for tight later levels. Pushing is pretty unreliable as well, as it is a pretty prominent gameplay mechanic and yet there is no indicator as to which direction a character will be pushed to. A tile indicator would be good.
All in all, Ustwo has hit it out of the park yet again, as Desta is a great game and very memorable. I look forwards to future updates of the game as well as ustwos next digital experience.
Could use better revival points
Response from developer
Hi, thanks for your feedback on the game! We’re happy to let you know a new shortcut system has now been added so you don’t have to start again after losing. We hope you’ll update the game and let us know what you think about this new update, thank you!
Bug on latest version
Desta: A beautiful and elegant experience
-make sure to get all the balls in your first then before opponents can get to them
and hold onto them until your next turn
-if surrounded, bounce your ball off the opponents blocking you
-if in a boss fight, try to only hit the boss and not the other opponents
-if in a boss fight, kill of the weakest to make your experience easier.
I hope this helps with your experience!
Absolutely should not have been a rogue-lite
Progression is limited and extremely slow, and the difficulty inches up even slower. Even if you are given different types of skills each game, the first thirty minutes of each run feels identical between rounds. First, you fight one guy. Then, you fight a tougher guy. Then, two guys. Most rogue-lites are hard from the jump because it forces you to get better at the game. If the first thirty minutes of this game is identical and super easy every playthrough, I’m not going to slog through it just to get back to where I died.
If anything, I could see restarting to the beginning of each area more reasonable. Character pogression could still carry over between deaths but you’d still have some tension if you die during a boss fight. As of right now, this game doesn’t respect your time at all despite its fun and unique gameplay.
Response from developer
Hi, thanks for your feedback on the game! We’re happy to let you know a new shortcut system has now been added so you don’t have to start again after losing. We hope you’ll update the game and let us know what you think about this new update, thank you!
Start over!
Response from developer
Hi, thanks for your feedback on the game! We’re happy to let you know a new shortcut system has now been added so you don’t have to start again after losing. We hope you’ll update the game and let us know what you think about this new update, thank you!