Just passed the 6th level and can confidently say the balance in this is a bit fucked and definitely needed more play testing. In the 6th level, you start the fight with 4 waves of enemies, each wave 30-50 enemies.. fine, it's doable. But in between each wave you go scrounging for ammo and maybe 15% of the enemies give you ammo. Health? HA.. maybe 1 out of 25... and im talking 20 health.
After you somehow get passed this encounter the real fun starts, boss shows up. You take its health down by 30% and it leaves the arena and you fight MORE waves of enemies.. again same problem as before, ammo and health. Boss comes back, rinse and repeat every 20-30% health chunk of the boss. Also can't save in between waves so if you die, you start allll the way over. I had to restart this mission a few times, micromanaging what ammo and armor pickups to take when, and was able to do it.. but if you are throwing waves of enemies at me in between boss encounters they need to help replenish my ammo and health.
Apparently the dev has decided if you play on Very Hard, which has more enemies, you also get less ammo pickups. Make it make sense. Bro couldn't decide if he wanted to make a survival horror game or a run and gun FPS where you literally have to kill 200-300 enemies per map.
Secondary criticism is some of the map design. The venues are cool, and the horror setpieces are fantastic, but the actual design of the levels can be lacking. There have been a few levels where im just looking for 4 pieces of dynamite to blow up a wall or door or w/e to progress... never mind the fact that i have 30 sticks of dynamite on me, no this has to be a special dynamite. Key hunting is no biggie but these levels spread out really far, it's impressive honestly how big some of the levels are.
The high point has been the music.. author is very talented in this regard.
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