Overall it was a nice surprise this year, and I still go back to it for anywhere from 30min-1hour every few weeks. I really like that it looks like the 3D equivalent of pixel art with the hiresolution quake style graphics. The "stop shooting, move faster" mechanic from top down shooters is present and the upgrade gems flying away if you shoot and flying towards you if you are not shooting are cool, but not explained in the game at all (at least near launch). I do wish that the game had explained some of it's systems better. The ability to watch the top times as replays was one of the better features for such a run based game. It has very tight quake like game play that rewards skilled play. I have never played a game that makes 60 seconds feel so long. View all End of 2016 discussions game discussions Just from watching some gameplay i'm getting PTSD The deliberate use of unfiltered textures and effects like polygon jitter and texture warping make its visual style reminiscent of early 3D games and other shooters released in the 1990s.ĭid you enjoy the difficulty, or did you find it too difficult to enjoy? Survival times are recorded on a global leaderboard where replays of playthroughs can be accessed and viewed. The player dies upon touching an enemy and as time passes, more threatening creatures begin to appear. The player character can fire daggers from their fingers to eliminate foes and move about to avoid contact with them. Players are tasked with surviving for as long as possible against swarms of demonic enemies on an arena shrouded in darkness.
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