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VL's Mega-Thread of Mini-Reviews
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<p>[QUOTE="Vendor-Lazarus, post: 14659, member: 4"]</p><p><strong>Work in Progress</strong></p><p></p><p>Game title: DOOMBLADE</p><p></p><p>Camera angle: Side-scroller</p><p>World: Inter-connected</p><p>Linearity: Non-Linear</p><p>Progression: Ability-gated</p><p>Sub-genre: Metroidvania</p><p></p><p>Most similar to (in descending order): Pronty.</p><p></p><p>Graphics: Hand-drawn.</p><p>Mini-map: No</p><p>Further Objective Tags:</p><p>Mouse support: Yes.</p><p>Rebinding: Yes.</p><p></p><p>Things I don't mention are usually okay to great. They don't bother me, and so isn't worth mentioning.</p><p></p><p>GUI problems: Only one type of map marker. The colour-scheme is abysmal as everything is a bland pastel-coloured miasma that doesn't help at all in knowing what's a platform and not. Especially not when the vividly colored effects drown out everything as you chain attacks willy-nilly all over the place. Nor do foreground objects and similarly coloured background objects help. The game offers little in the way of graphics options, and it runs very hot and un-optimized. A way to disable screenshakes, grain filters, and bloom, among others, would be good.</p><p></p><p>Gameplay problems: The character moves very slowly, and the jump height is too low. No double jump so far, instead you dash by jumping again. Annoying and hard to unlearn. Especially annoying when you're rapidly trying to jump up platforms. It does make up for it by giving you abilities to dash through mobs and even walls. Eventually.. and under certain restrictions. Mouse-driven Chain-attacks are novel, I'll give them that, but the way they're implemented is too unpredictable with lock-ons and rapid-paced. Especially noticeable in gauntlets & mini/boss-battles. Which, by the way, always end up in particular pattern for me. Try to dodge as best as you can, while finding out how to even damage them in the first place, ending up with you dying at least once. When you know its moves and how to kill it, dodge and dodge and dodge, futilely, and try to hurt it more than it hurts you with its mobs and arena hazards and radical phases. The radically different phases of the bosses are brutal and very annoying. Not only do you have to juggle your movement in air, while also timing your attacks with traps and avoiding the ranged shots and mobs and be ready to attack them where and when they're vulnerable. Which can be any part of the screen at any time.. Switching between the powers is annoying.</p><p></p><p>Misc: Not able to move the camera to see more of the area, and it changes size somewhat, depending on the room you're in. There's supposedly heart drops that heal you, but they're incredibly rare and never drop when you need or from the mobility & trap mobs. Only way is to trek all way back to the last save point, and then when you die, trek all the way back to where you died. Oh yeah, and the stuff you discovered and collected while in the run? Gone. Now run the rat wheel again (this was oh so fun under the Citadel..).</p><p></p><p>Bugs still present: None so far.</p><p></p><p>Review conclusion: TBD</p><p>[/QUOTE]</p>
[QUOTE="Vendor-Lazarus, post: 14659, member: 4"] [B]Work in Progress[/B] Game title: DOOMBLADE Camera angle: Side-scroller World: Inter-connected Linearity: Non-Linear Progression: Ability-gated Sub-genre: Metroidvania Most similar to (in descending order): Pronty. Graphics: Hand-drawn. Mini-map: No Further Objective Tags: Mouse support: Yes. Rebinding: Yes. Things I don't mention are usually okay to great. They don't bother me, and so isn't worth mentioning. GUI problems: Only one type of map marker. The colour-scheme is abysmal as everything is a bland pastel-coloured miasma that doesn't help at all in knowing what's a platform and not. Especially not when the vividly colored effects drown out everything as you chain attacks willy-nilly all over the place. Nor do foreground objects and similarly coloured background objects help. The game offers little in the way of graphics options, and it runs very hot and un-optimized. A way to disable screenshakes, grain filters, and bloom, among others, would be good. Gameplay problems: The character moves very slowly, and the jump height is too low. No double jump so far, instead you dash by jumping again. Annoying and hard to unlearn. Especially annoying when you're rapidly trying to jump up platforms. It does make up for it by giving you abilities to dash through mobs and even walls. Eventually.. and under certain restrictions. Mouse-driven Chain-attacks are novel, I'll give them that, but the way they're implemented is too unpredictable with lock-ons and rapid-paced. Especially noticeable in gauntlets & mini/boss-battles. Which, by the way, always end up in particular pattern for me. Try to dodge as best as you can, while finding out how to even damage them in the first place, ending up with you dying at least once. When you know its moves and how to kill it, dodge and dodge and dodge, futilely, and try to hurt it more than it hurts you with its mobs and arena hazards and radical phases. The radically different phases of the bosses are brutal and very annoying. Not only do you have to juggle your movement in air, while also timing your attacks with traps and avoiding the ranged shots and mobs and be ready to attack them where and when they're vulnerable. Which can be any part of the screen at any time.. Switching between the powers is annoying. Misc: Not able to move the camera to see more of the area, and it changes size somewhat, depending on the room you're in. There's supposedly heart drops that heal you, but they're incredibly rare and never drop when you need or from the mobility & trap mobs. Only way is to trek all way back to the last save point, and then when you die, trek all the way back to where you died. Oh yeah, and the stuff you discovered and collected while in the run? Gone. Now run the rat wheel again (this was oh so fun under the Citadel..). Bugs still present: None so far. Review conclusion: TBD [/QUOTE]
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