Title: Pylon: Rogue
Genre: Action, Indie, RPG
Developer:
QuantumSquid Interactive
Publisher:
QuantumSquid Interactive
Release Date: 21 Sep, 2017
Minimum:
English
Great game! Tough to stay alive until you get some items.. Just getting started when I write this but hoo boy. It's like a frickin' Diablo Souls or somethin'.
It's hard as nuts but also fun as nuts. Like... A really hard Diablo 3 on the PS3. Hitting buttons to fight and having the whole neatness of it. Would love to learn the lore of this world and see this game become a big ol' thingie but we'll see. I'm sure some early hitters took a while to hit it big anyway. Like, was The Binding of Isaac an instant hit? I mean. I honestly don't know but... probably not??
Anyway, I like. Basically bought it for the girl with a giant katana was like "dat me"
and purchased the game. Found out the sword isn't realeased yet and to play the girl who uses it anyway has a difficult unlock method.
Well. To basically get my money's worth I got a lot of work to do. Support this game y'all.. Great stuff! Combat seems super rewarding. Now i just need to get good.... Disclaimer: Played with mouse & keyboard.
Control system just doesnt work for this sort of game. Completely ruins the game, may as well be playing with oven mits on, imagine Dark Souls where u cant dodge but have to slowly rotate your camera to change direction.
This game showcases why Dark Souls 2&3, Bloodbourne. Nioh which all play from a similar camera angle (3rd Person\/Behind) have target locking and sidestep\/dodge abilties.
Sorry but games like this are meant to be played on a knife edge where quick and correct reactions are the cornerstone of gameplay. having to turn my camera 45 degress and then slowly waddle (no dash or sprint available) out of a poision bubble just doesnt feel like reactive gameplay to me.
Combat just feels clunky and akward. if this game apeals to you, Don't buy it unless its reworked - buy either of the 3 games mentioned earler (3rd Person Camer) or pickup hollowknight (2D Platformer), Asura (isometric diablo-esque camera) or binding of isaac (top down camera) instead
Now im gunna apply for a refund. cant say if the game would play better on an xbox controller. what ive seen sofar didnt interest me enough to find out.. this game is fun, and i would recommend it, but with some stipulations.
I wanna start by saying i found this game at pax west, and had a really fun time playing it and talking to a couple of the devs. they seemed like cool dudes really passionate about making a good roguelike. and when you play the game you can tell that they have put and are continuing to put lots of time into making the game fun to play.
I will say this - i wanted to *love* this game. I *LOVE* roguelike games. its my favorite genre and i have hundreds of hours into binding of isaac and games like it. I also love action rpg games like diablo and etc, so the fusion of the two seemed like an awesome idea that i wanted to be amazing.
Where i take issue with the game is here:
Take a game like diablo (1\/2\/3) hardcore mode. Health in that game is easy come easy go. You will take unavoidable damage regularly while playing, but its not only trivial but a major part of the game to stock up on health items. In d2, you'll have a belt full of literally 16 full health potions. So you have a game formula of If you die once you lose your character, and you can take unavoidable damage regularly, BUT you also have excess access to health items.
Now take a roguelike like binding of isaac or enter the gungeon.
It's not so easy to come across health in those games, and if you die once you lose your character. *BUT* you practically never take unavoidable damage or damage unexpectedly. That is to say - everytime you get hit in binding of isaac you're like: oh yeah i let that bullet hit me or i walked into that poison or whatever.
The thing about this game thats been bothering me is that it doesn't have this balance of either of the previous 2 games.
1.If you die your game is over.
2. health is EXTREMELY difficult to come across
3. you incur unavoidable damage regularly.
If you're playing a melee hero, you *CANNOT* avoid taking damage. whereas if you're amazing at binding of isaac you can not take a point of damage for almost the entire game. This would be okay if health wasn't SO DIFFICULT to come across. you can buy full heals at the end of every level but 1. it makes for a less fun experience and 2. it doesnt address the issue of life in a big level.
Example: the sand worms in the desert. When they spit poison on the ground, you are guaranteed to take a few points of damage because the ground is active immediately. The damage should not begin for a second or two after the visual cue, making it avoidable for the player.
Other problem: for the bow character, the optimal strategy is to basically spam your defensive move nonstop, because the I-frames keep you almost permanently invincible. So how you play her is: spam defensive to one side of the map, shoot your bow 3 times, spam defensive to the other side, bow, defensive, bow, defensive.
Thats the optimal strategy. its right there, there is no other way to play her if you want to do the best.
and its not fun.
The rock golem on the other hand has a much more fun and dynamic playstyle, But then you run into the unavoidable melee damage issues.
Final issue is this: in games like binding of isaac and enter the gungeon, the visual cues for damage sources are SO OVERT. you absolutely cannot miss an object whose frames will cause you damage. It causes you to rarely feel like you took damage where you shouldnt have - which is incredibly frustrating.
In this game, because of the nature of the models and enemies, as well as the visual noise of the map around you, its not easy to tell when an enemy or object is emitting damage frames. I'll find myself being like what the \u2665\u2665\u2665\u2665 how did that \u2665\u2665\u2665\u2665ing fly just hit me thats \u2665\u2665\u2665\u2665\u2665\u2665\u2665t.
Stronger visual cues for when you're invincible vs not, when an enemy can damage you vs not, would go a LOOOOONG LONG LONG LONG LONG way imo. because i find myself just being frustrated when i die. whereas in a game like binding of isaac, you almost always see your death coming. In this game i'll abruptly die and be like oh welp run over that was lame.
. Pylon Rogue is an excellent top-down rogue-like, it brings a refreshing combat system and a unique environment to the genre. I highly recommend this game to those that enjoy rogue-like's.
The gameplay is solid, you manually move your character and attack, there is not auto attack or click-to-move. There are two classes (currently) to choose from a palandin or ranger, melee or range respectively. Each class has their own unique skills, 1 main attack, 1 defensive ability, and 1 active skill. You can find items throughout your current game session that grant passive buffs.
how the game works, there is an overworld map. You choose a stage and complete them. Within each stage are multiple locked rooms. The goal is to find the exit, to do so you have to clear each room to find the portal. You do not have to clear all the rooms, but if you do so, a bonus chest appears with items.
I don't really have any negatives for this game, overall it is a positive experience, it has a great foundation to build upon.
The dev's are super active and helpful in the forums, definitely stop by and ask any questions or suggestions you may have.
From a hours to price ratio, you will definitely get your money's worth and more once content starts getting released. This game is a must have either now or later down the road.. Git gud or git ded.. Fun game! Can't wait to play more!. Game is little too hard, but makes me think of Binding of Isaac, you get loots, depending on what you want, you get hearts, have to capture things to increase your stats and also never ever take damage. I love games like this, the one with the knowledge will go further. BIG THUMBS UP!
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