Malevolence beta is turning into an amazing project with epic goals! I have never heard of limitless locations in a procedurally generated world, but they did it!
All the Role Playing elements are here and the exploration is a huge part of the game. The current beta still has a lot of work to be done as the shaders and lighting still need to be optimized, but the developers have really put themselves in a new level of game design due to the massive amounts of assets, weapons, characters and locations in the Malevolence world.
I look forward to more updates and optimization of the engine.
You won't be playing it on any laptop!
I bought the game (pledged my 30€ to the devs) weeeeks ago, already completed tons of bot-projects, and still... can't resist to play arround with it!
For Pre-Alpha, this game already offers enough cool stuff to really love it.
Yeah, the price is set quite high, but i never regretted that i have pleged it. If you worry about, have a look at the official fourms showroom. Have a look at what you can already do... it's freakin awesome!
And if you aren't sure what you get for your money, i recommend to have a look at the following link. It really isn't hard to learn the game controls and how to code your bot brains, but if you don't like to read simple manuals, you maybe should wait for a later state of the game ;)
Atm the devs are working on a couple of new great features... not allowed to tell *jk... physics rework, market place, battle arena, user interface... and much more... So, if you don't like it right now, you may come back later and see what's going on then =)
Why 9/10? Because the game is already one of the best games i ever bought, BUT there still are many things left to do for the devs. I am sure they wont disappoint us! Keep it up guys!
good things about it:
-pretty good mechanics
-it gets boring quickliy
-it needs more stuff (buildings...)
-the capture thing dont work that great
-a store to buy items (instead of having to capture (maybe keep building that generate gold but nothing more)
I'm going to confess I'm not very far into this game. I just beat the first boss, but I already know there are some elements I like and some I dislike.
Art is great with this game. I like the 'companions' look.
While I like the fact that we seem to be in the kid's head, I never really connect with the characters early on. I'm given no cause to connect. He's a kid, he obviously has had something tramatic happen to him, which he cannot remember anything about, but the presentation just leaves me going, "Eh? Why should I care?"
This might be because the enemy is forgetfulness. That kind of enemy might have more weight if our main character were an elderly person rather than a child.
Teddy Bear- While the Teddy is a nice touch, I feel it is inappropriate for this story. I'd much rather our narrator jump between the kid's parents, thus adding more depth and a sense of urgency to the child's situation.
Companions- While I like the art and design behind the companions, I just don't feel that they should be in this world. Maybe if we were given back stories (another chance for us, your audience, to connect with the main character) or if they didn't look like they were put together from pieces of a blanket. We just need more of a reason to buy the kid conjuring up these things as his companions. Why not Mom or Dad or school teachers or other kids? Why these things?
Over all the game mechanics aren't bad, but it isn't really great either. This game doesn't bring too much to the table that hasn't already been brought by other titles. In fact, it sort of takes a few things off of the table. Like keyboard shortcuts. While keyboard shortcuts aren't a big deal, it is a step back not to include them. I want to hit 'C' to build a collector.
Last and least: Grammar. I understand that the developer is not a native english speaker, but still. It would be nice if I didn't have to mentally correct it.