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Nice graphics but lacks a lot of polish in other areas, e.g. it takes ages to go from the menu screen to in the game with no indication that it's doing anything.
The difficulty in general I found way too hard. It's possible to lose all your life almost in an instant because there's no recovery time/invulnerable phase after losing a heart.
A setting for difficulty would have been very welcome. In fact, one thing that really affects how difficult you are going to find it is the weapon it gives you at the start, and that's random, so that's annoying.
edit: bumped the score up because it does get easy as you play it more and more and I found you can redefine the keys (it's on the start screen like a lot of unity games).
Only bad things left are the lack of a "loading" screen once you press play from the menu and the random weapon. The devs say they are going to give people set characters with set weapons to select from soon so I'll probably increase the score again.
P.S. The best part about the game is the engine. I'd love to see them do a Heretic/Hexen to this Doom.
It's a rip off of bittrip runner. It makes me so angry.
Honestly, copying another game but undercutting their price is just shameful, embarassing, infuriating.
I really hope this guy gets sued.
Quality twin-stick shooter that can use your own music or internet radio.
This is a great game in what is currently a deserted genre. You get snooker straight away, but you have to win tournaments in career mode to unlock the pool modes.
There's 3d snooker halls with crowd and your opponent or you sitting at the side waiting to play. (When anyone is playing though, you don't see them at the table, just a cue). There's great crowd reacton to your shots.
At first the control system seemed really erratic but I quickly got used to it. Dragging the mouse left and right controls the angle of the shot and the lower down the screen you do it, the finer the control. It works really well once you get used to the fact that where the mouse is, is not related to where the shot is going to go, well not directly related.
There is some skill involved in aiming, because although the game shows you the projected path of the cue ball, and also a projected trajectory on the first ball you hit, it doesn't draw the trajectory line that far, so on long shots you do have to guage the angle yourself. Also you don't have a line to help you judge rebounds or cue ball->ball 1->ball 2 shots.
There does seem to be keyboard control partially in place. It's not mentioned in the help, but the left and right arrows control the angle of the shot. It only works in 3d camera mode though, not overhead mode, (Why?!).
If you like to aim in the 3d mode (which is harder in my view) it can be a bit tricky getting used to changing the height of your view with the mouse but I'm sure that gets easier with practice.
Also I found one bug so far. A red ball that was potted was still drawn in pocket (in overhead mode only).
It's very innovative and well-presented but the control scheme is a bit torturous. Your poor hand and forearm are going to be a monstrous claw after you play for a long time. Basically it's because you are doing lots of click and drag motions with the mouse under time pressure.
Also, I didn't mark it down for this, but the tutorial doesn't mention you can drag stuff about on the fate stream. You won't be able to even complete the tutorial if you don't.
Darkout is basically a game that wants to be Terraria but have what they consider to be nicer graphics. The game is fine and good and you'll notice I have given it 7 out of 10. I will just concentrate on the things I think need attention but that doesn't mean it's a "bad review".
It's true that the lighting effects in particular are very nice. It feels as if visibility and clarity is sacrificed though.
A general point is that there seems to be not enough feedback in the game. For example when you hover your spade over the ground, the squares that will be dug up are clearly highlighted. When you are going to chop down a tree though, it's not highlighted. This is the same as Terraria. At least in Terraria though, when you are chopping the tree you get visual indication of it through particles flying off. With this you get a sound but that's it- it's almost as if you are swinging the axe at the air.
Some things in the world like a door or a bed have ghost copies of themselves when you try to place them so you can easily see where they can and can't go. Other things like torches don't, and it's often hard and frustrating to place them.
It also seems that some things you place can be removed in the world and some, like torches, can't. This is annoying when you accidentally place torches you didn't want to place, which I suppose is something I will get used to with time.
Overall it's a good game though. If you like the idea of Terraria but hate pixel graphics you will be all over it. It does seem a bit too similar to Terraria at least to me at this early stage though.
My full review is here:
My review dates from April 2013 but the criticisms still stand at Jan 2014:
Tediously slow movement
Tedious and simplistic combat
Very frequent crashes.
Updated: Dec 2013:
(Score lowered due to almost total lack of progress in the last year)
This game was in a groupees bundle in April 2013. On the bundle page and on desura at the same time was this trailer dating from november 2012:
It shows a sandbox rpg game with character customization, mobs, combat, npcs, furniture, buildings, all this stuff. What you actually got was a basic generated landscape that you could interact with in a minecraft way but using polygons instead of blocks. No mobs, no character customization, no npcs or rpg game type stuff like the trailer showed.
But still, all that stuff would come soon right? With the money from sales on desura and from the bundle they would go on to develop this into the full game from the trailer, right?
Well no It's now December 2013 and there hasn't been a single update to the game since the groupees bundle in April. There have only been two updates in the whole of 2013 in fact and basically we haven't moved forward at all. It's still just a landscape with glitchy digging and building (seriously, the selection cursor on the tools is very difficult to control). You can see through the world, the digging is very inconsistent and hard to control. In fact the challenge in the game (and it's not a game) is digging a hole and then trying to get out of it.
The full price of this game on desura was always set to £30 but they were giving a 75% off "it's alpha!" discount. This was still way too expensive. Now the discount is gone. They are asking the full £30 for this tech demo which is proceeding at a glacial pace.
I cannot stress this enough: Do not buy this. I can't see it turning into a real game at all. Ever. You are just throwing good money away.
I'm reviewing the game as it stands now. If it gets better I will upgrade my score.
1 When you go into options then back out it resets the size of your screen to small whether you are windowed or not.
2 The option to set controls does not work and the controls are not mentioned anywhere. For other people: **E** is take web or open chest.
When you look at a slime/blob on the floor you get a dotted line at the top of it horizontally.
3 Personal preference but I prefer retro chunky pixel games to stick to retro pixels rather than using polygons for some things as are done here.
4 The dungeon generation algorithm is broken and will frequently generate a level where you cannot get to the stairs down.
5 Thankfully I suppose, given the above, when you go up or down stairs the level is regenerated.
If this were a 7DRL (7 day roguelike) it would be quite good (there were several this year that were this good) but as a paid-for alpha, especially when the author's twitter has a message in the past saying he is going to stop working on it, well...
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