Seraph is a skill based, acrobatic shooter... without aiming! Featuring an angel, known as Seraph, who's fighting to restore her lost power and ultimately escape a prison infested with demons. However, dark magic has trapped the angel inside her human Vessel: if the Vessel dies, so will Seraph.
Key features
- Automatic aiming - Seraph chooses her own targets with a wide range of deadly firearms, allowing the player to focus on acrobatic evasion instead. Dodge enemy attacks with lightning fast reactions and look awesome while doing it!
- Dynamic difficulty scaling - The on-screen difficulty rating ensures that the game is always challenging. The better you do, the harder the enemies (but the greater the rewards!).
- Designed to be replayed - Levels are procedurally generated and filled with random pick-ups, enemies and bosses. Craft new weapons, Miracles and protective items through the Transmutation feature and unlock powerful passive Oaths for your next demonic encounter.
- Not a rogue-like! - Seraph can be slain in her battles, but doing so will mean resurrecting with less maximum health. Discover hidden checkpoint orbs to save your start point through the campaign if you die completely.
- Twitch features - Seraph can be played in Twitch mode, allowing viewers to vote between levels to give the Streamer a positive or negative modifier, which then actually alters the game!
I think the idea is you jump around to avoid being hit - I imagine there will be a lot of things to avoid. It might be a fun distraction for 5 minutes.
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Visually this looks amazing though I'm not completely sold on the autoaim acrobatics at the moment, it sounds like it would feel restrictive.. but hey, let's wait and see.
Visually this looks amazing though I'm not completely sold on the autoaim acrobatics at the moment, it sounds like it would feel restrictive.. but hey, let's wait and see.
I couldn't be more wrong. This genuinely feels absolutely incredible to play, the targeting doesn't feel restrictive at all and you *can* switch targets at will if you wish.. and the fast-paced agility-focused combat really demands your attention
~edit~
This is hard as nails sometimes too, lol! The first boss kicked the shit out of me for ages before I finally started getting down with a proper strategy. Add this game to my list of "feel guilty as fuck for ISOdemoing" -- I've WL'd this and definitely want to pick it up. I can see it becoming spectacular as the EA goes on and more content is added
Though, sadly, I'm uninstalling and I've even removed it from my WL as I simply cannot recommend it to anyone other than masochists. The first few hours are great, incredible even, with tight and enjoyable combat that is challenging but not unfair and it feels really fun to play.... but sadly that doesn't last. The game uses a dynamic difficulty setting but it only ever scales up, not down, so after a few hours of play the difficulty will have constantly, regularly, increased until eventually you're bashing your head against an artificial wall and with no chance of progressing.
Or, rather, no fair and enjoyable chance.
And the longer you play, the harder it gets, so you'll never be able to improve to the same level the enemies become. Have a run of bad luck (or brickwall difficulty enemies?) then it gets harder.. and harder.. and harder. The rewards don't scale concurrently, so you stagnate fighting enemies that are increasingly difficult to beat, while they continually get stronger and more advanced. Oh and the updates have been to nerf the weapons too, because why settle just for artificial difficulty ramping when you can also turn the player into a toothless old man at the same time.
*shrug* Started great, devolved quickly
Quote:
- Dynamic difficulty scaling - The on-screen difficulty rating ensures that the game is always challenging. The better you do, the harder the enemies (but the greater the rewards!).
That is simply not true. The better you do, the harder the enemies get. The worse you do, the harder the enemies get. The longer you play, the harder the enemies get. And no, the rewards haven't - in my experience - scaled even remotely close to the challenge. I hadn't levelled up in a LONG LONG time and the amount of resources that drop from enemies (resources are used for upgrading weapons/passive bonuses) are insulting low at best and downright broken at worst. I'd been stuck with Lv2 weapons (some were even still Lv1) for hours because the resource drops were insulting. Then you have the Diablo 3-esque grind for gems, where you'll rarely find 1 (of 3!!) shards needed to craft the lowest end gem, then you need 3 of each gem level to craft 1 of the next level up. These dropped too too infrequently and too few as the difficulty started ramping up.
This shit pisses me off because the game itself is incredible! Gorgeous artwork, tight controls, enjoyable combat and a really good ambient soundtrack too.
@sabin1981
Did you tell that the devs directly or on the forums too? I just had a quick look on the Steam forums, and the dev(s) seem pretty active and friendly there.
I'm pretty sure they already are doing adjustings to the difficulty/rewards as this game still is in EA. If not, they at least have an idea now that it still needs work.
Last edited by Bob Barnsen on Fri, 29th Apr 2016 22:13; edited 1 time in total
On the vid her pose+music auto remembered me of the gun kata from equilibrium good.
Just hope they adjusted that unfair enemy scaling (by sabins comment)
Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.
- Doubled the chance of Story Log terminals appearing in levels.
- Reduced the maximum size of levels in Treasure hunter daily challenges by 33%
- Increased duration of Double damage, double XP and armour orbs by 100% to 2 minutes.
- We now trigger a short period of invincibility when the Ethereal Barrier (shield Blessing) goes down, preventing you from taking damage from AoE attacks that stick around, such as the Frost Ring or Fire Pillar.
- Fixed a bug where icons would appear as <sprite=action1> when playing with a keyboard.
- Fixed a bug where new players may not have been directed to the Oaths screen for the first time.
- Should have finally fixed an issue where the player is given the message "game save corrupted" the very first time they play the game.
- Fixed a bug where Epic and Supreme shards were seen as "Crafting component A" when viewed in the Transmutation menu.
- Reset some sounds to prevent them from looping when using Retry option to quickly repeat a daily challenge.
- Now completely reset the enemies for daily challenges. You cheesers!
- Added "v1.0" graphic to the first menu of the game. Players will be able to see new patch info next to this graphic for all future patches.
- Released game. Sold 1,000,000 copies. Buy a golden helicopter. GG.
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