theangriestbird@beehaw.org
on 04 Oct 17:02
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Anyone else been playing this one? It’s so wildly derivative (almost everything is ripped straight from either Vampire Survivors or Risk of Rain 2), but I can’t seem to stop playing. The one unique mechanic is the momentum-based movement, and for some reason that is SO addictive. The loop is solid, only thing the game needs now is more weapon variety and more stages.
I have, and you’re absolutely correct. There’s shades of Tribes in the momentum mechanics and something about them tickles my pathfinding brain something fierce. My biggest request on top of yours would be a less-punishing endless mode so I can play around with the maps and builds more leisurely.
theangriestbird@beehaw.org
on 05 Oct 13:35
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Totally! I am real curious to see what the dev does from here. Seems like there’s a really strong foundation to go nuts with DLC or updates or whatever. I’d happily pay more than the $10 for packs of new characters or weapons, the game already feels like a great package for $10.
I only remembered it was being developed from watching a Nintendo Direct half a year ago, and then only heard about it after launch due to performance issues and Randy opening up twitter again.
The worst part, it’s apparently really good, which I didn’t expect. But I can’t run it on anything and won’t for a while.
TheGreenWizard@lemmy.zip
on 04 Oct 18:02
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This game is really fun. I’m impressed by the efficiency of the programming as well. Even in survive mode at the end of a level, getting attacked by probably thousands of monsters constantly, there was no hint of a slowdown on my modest gaming computer running Linux.
theangriestbird@beehaw.org
on 05 Oct 13:37
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Yeah that part is amazing! I’ve noticed that a lot of the projectiles are 2d sprites, I wonder how much that helps the framerate. It’s impressive no matter how you slice it.
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Get embarrassed, Randy Pitchfork.
Anyone else been playing this one? It’s so wildly derivative (almost everything is ripped straight from either Vampire Survivors or Risk of Rain 2), but I can’t seem to stop playing. The one unique mechanic is the momentum-based movement, and for some reason that is SO addictive. The loop is solid, only thing the game needs now is more weapon variety and more stages.
I have, and you’re absolutely correct. There’s shades of Tribes in the momentum mechanics and something about them tickles my pathfinding brain something fierce. My biggest request on top of yours would be a less-punishing endless mode so I can play around with the maps and builds more leisurely.
Totally! I am real curious to see what the dev does from here. Seems like there’s a really strong foundation to go nuts with DLC or updates or whatever. I’d happily pay more than the $10 for packs of new characters or weapons, the game already feels like a great package for $10.
Huh. I’ve heard of Risk of Rain before but when Steam recommended it to me I thought it was a JRPG
Risk of Rain? Haha yeah it’s just a really cool roguelike that is very fun in co-op. Definitely more skill-based than Megabonk.
I keep forgetting borderlands 4 even came out. I guess I block most ads, but none of my friends have even talked about it.
I assume I’ll have to wait around until the next gen Steam Deck to play it.
I only remembered it was being developed from watching a Nintendo Direct half a year ago, and then only heard about it after launch due to performance issues and Randy opening up twitter again.
The worst part, it’s apparently really good, which I didn’t expect. But I can’t run it on anything and won’t for a while.
Practical games for practical gamers
This game is really fun. I’m impressed by the efficiency of the programming as well. Even in survive mode at the end of a level, getting attacked by probably thousands of monsters constantly, there was no hint of a slowdown on my modest gaming computer running Linux.
Yeah that part is amazing! I’ve noticed that a lot of the projectiles are 2d sprites, I wonder how much that helps the framerate. It’s impressive no matter how you slice it.