Dank Souls on your phone! Worth it!
I am writing this totally from the basis as someone who is moving in from the Dark Souls game series. Overall I feel this game is most akin to DS1 or DeS with its heavier paced combat.
Other major changes from the formula are:
-Instead of traversing the map you simply must defend a spire from waves of enemies. Think king of the hill.
-You lose upgrades on death, but not unused “souls”, weapons, or unused magic
-As of right now the only weapons are greatswords, but the dev is working to add more.
-Know that difficulty begins to kick in at about floor 12-13
Know the game is new and may be “rough” at some points. But the dev appears very attentive to the community and I am excited on how the game will grow!!
THE GOOD
+Gameplay feels solid and the graphics look clean
+The lore details are a nice touch and adds a classic dark atmosphere to the game
+There is a depth to the combat system as all your attacks (light, heavy, dodge versions, parries, holding attacks, executions) have different qualities and strategies to use. It’s reasonable to git gud and feels darn satisfying
+Beaten levels give double rewards on subsequent playthroughs, so it’s forgiving to recover from a loss
THE BAD
-Can’t replay boss fights, no clue why
-The enemy locator arrows and darkness horizon where enemies spawn ends up making the game feel confusing and that I’m somehow lost on a flat plane. I feel like I’m playing a dissatisfying game of hide and seek until I lock onto something by luck
-The camera control is awkwardly placed next to all the other control buttons, accidentally flicking the camera instead of light attack has killed me an embarrassing amount of times. This simply feels frustrating as there is often no point to the camera anyway. We fight on a flat plane, what would we look up or down at?
-No attack cancelling, this is a problem since I’m used to it from other games. But it’s nice to back out of a bad position before I’ve actually swung the blade. As of now though, if you hit the button, you better be right.
SUGGESTIONS TO DEV
-Remove the “camera stick” and let a horizontal finger slide anywhere on the screen move the camera left to right instead (not up and down). This can remove some button bloat and awkward situations of camera panic.
-Instead of having enemy arrows at the edge of the screen, place them on a circle at the knight’s feet. This can prevent confusion where the arrows currently swing wildly as you pass the spire.
Other major changes from the formula are:
-Instead of traversing the map you simply must defend a spire from waves of enemies. Think king of the hill.
-You lose upgrades on death, but not unused “souls”, weapons, or unused magic
-As of right now the only weapons are greatswords, but the dev is working to add more.
-Know that difficulty begins to kick in at about floor 12-13
Know the game is new and may be “rough” at some points. But the dev appears very attentive to the community and I am excited on how the game will grow!!
THE GOOD
+Gameplay feels solid and the graphics look clean
+The lore details are a nice touch and adds a classic dark atmosphere to the game
+There is a depth to the combat system as all your attacks (light, heavy, dodge versions, parries, holding attacks, executions) have different qualities and strategies to use. It’s reasonable to git gud and feels darn satisfying
+Beaten levels give double rewards on subsequent playthroughs, so it’s forgiving to recover from a loss
THE BAD
-Can’t replay boss fights, no clue why
-The enemy locator arrows and darkness horizon where enemies spawn ends up making the game feel confusing and that I’m somehow lost on a flat plane. I feel like I’m playing a dissatisfying game of hide and seek until I lock onto something by luck
-The camera control is awkwardly placed next to all the other control buttons, accidentally flicking the camera instead of light attack has killed me an embarrassing amount of times. This simply feels frustrating as there is often no point to the camera anyway. We fight on a flat plane, what would we look up or down at?
-No attack cancelling, this is a problem since I’m used to it from other games. But it’s nice to back out of a bad position before I’ve actually swung the blade. As of now though, if you hit the button, you better be right.
SUGGESTIONS TO DEV
-Remove the “camera stick” and let a horizontal finger slide anywhere on the screen move the camera left to right instead (not up and down). This can remove some button bloat and awkward situations of camera panic.
-Instead of having enemy arrows at the edge of the screen, place them on a circle at the knight’s feet. This can prevent confusion where the arrows currently swing wildly as you pass the spire.
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Love this game
Great game for the price
Very good
Good good

