![]() ![]() All armor NPCs should have the player perform a quest, then after they perform the quest, they give you the RECIPE for the armor, which you can craft on your own. This is very inconvenient for the player. The NPCs shouldn't have to craft every armor for you. We don't need useless items clogging up the quick select. The normal crafting (where you craft the Building Hammer) should just act like the item. The Building Hammer is useless & annoying. Being able to move your base around is cool, but it is so inconvenient traveling up and down the tree constantly. *I do think this will be fixed sooner rather than later tho. The only way to really make progress is to grind better gear and brute force with healing items. Bad hit boxes, can't cancel attacks, player animations WAY too long, enemies too fast, etc. I hope I don't die and I'm now FORCED to respawn back at my base and have to start the trip all over.Įveryone else has said enough about this. I guess we are running to the other side of the map because there is no better way to travel. Oh yeah, you need clay to craft the buildings necessary to use the iron. You really have to travel FAR to get all the resources necessary. Base building is on par with other games. The art style is fitting and the map is mostly fun to explore. It is incredibility difficult to start out, perhaps too difficult, but it made me want to conquer the world more. Here's a max character review to help the devs out. The best I can say is.good start? But this has way too many problems for a thumbs up. I have finished all the content and crafted every armor. I don't want to spoil too much, but the lighting options were also thematically pleasing - but they need to have their brightness level turned up, as they don't serve much point beyond accent lighting, and I'd like environmental lighting more akin to the basic torch as an option. It fits the theme, and looks decent with further upgrades later as well. The hammer unlocks your pieces, and you have the basic foundations/walls/roofs starter package available in leafy green. ![]() ![]() Boss fights are done in the same way, and were challenging to overwhelming, but could be thwarted in various ways and were obviously meant for groups.īuilding in this game looks and feels pretty good as well. This changes slightly against some shoreline enemies, but by then you can cope a bit (start from range). Attacks have decent telegraphs, but it's almost always better to dodge backward than side to side, as many attacks still hit in a wide area, but lack lunge range to that distance. ![]() The insects are actually pretty tough, and though you can block with weapons, there's no shields - your offhand can hold a torch however, which is great for night fights (otherwise plop a campfire down real quick - you don't take damage standing on it anyway!). These issues are also alleviated in multiplayer, where different weapons and targets increase survivability against insects considerably, thus allowing for better gathering returns. Progression has a few hiccups that aren't really well explained (like the rewards from boss turn-ins) and the middle to end gets a bit grind-heavy if you plan on doing any large structures (or build a lot on the ground - moreso if solo). To that end, gather, craft, set up a base, and fight stuff to gather, craft, and set up a new base somewhere else so you can fight stuff to. Your objective is to survive, and maybe do some other things for your people while you're up here. Gameplay + 0.5You're tiny, so tiny grasshoppers boldly fight you. ![]()
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