![]() ![]() In Wizard with a Gun the Galvanic team shows us right away how they are here the rogue-like dynamics are fundamental around which the title in question is based, where therefore we have in front of us a playful system focused on upgrading the equipment, on the fights and on the construction of the base structures. There won’t even be many secrets to discovercon challenges of survival to complete through map exploration and building encampments, but let’s go in order. In these first handful of hours, we have come across the knowledge of this black magicianprotagonist of the game and very similar to others seen in the fantasy world (starting from Vivi of Final Fantasy IX, a game that is experiencing its Memoria Project) and committed to immediately face obstacles on its way to be shot down and monsters to defeat. In this first demo version available for free on Steam, we were able to test a short gameplay session, of which everything is clearly still being defined and improved, as well as most likely not adhering to the final content. I do hope things are going alright for the dev team and hope things don't get too delayed.Wizard with a Gun: The Return of the Black Magicians I like how it is going, but it does feel like a beta test rather than a demo for a finished game. Shoot, I already wrote a lot, so I guess I should wrap it up here. Or maybe I head out, needing to get mushrooms, but get side tracked with other loot, and then forget the mushrooms! I should be able to either have it track what I've gotten, or have it tally up to a point, given inventory space is a concern. It is easy to keep tack of it in the demo, but after adding in the hinted at areas in the game, it might be a nightmare to hash out.Īlso, if the Task List feature is going to be a thing, why not allow players to have it show what resources they want, and not just a game item? Say for example I want to re-floor my tower, and want some nice stone. There is a bestiary and it could show the drops after given attack. What would be nice is a log to that shows what drops what once it is done. Speaking of resources, I do like how things interacted, with getting fire based stuff from burning things, decayed stuff via poisoned, and so on. I may have to start another run to figure out what seemed off. There is a good start already, with weak crates with a good amount of wood (because gamers always break boxes), said arcane scrap piles the glitter, openable chests, and the like. I later realized which items were best to harvest and which ones were a waste of time, but it might be nice to have a slight change in visuals, like with the arcane scrap piles that glitter, to help subtly tell people what is best to break. But given the timer (especially before I could increase the time) it felt like I was leaving a lot on the table. ![]() Or if I was wasting regen time on food and potions.Īs an avid collector, I did have the gnawing compulsion to just clear cut everything. Said speed potion lasted awhile, but it was hard to tell how much was left. ![]() Also a timer or easy way to know how long a given effect will last would be handy. ![]() This kept me from wanting to try to use the one slot for anything other than healing, because I didn't want to juggle that. The weapon/item wheel does help, but it is a bit awkward for the consumables when the same button for using it is also the item wheel, which only selects it. Or why I had 6 slots for weapons (two if which were always the Groundlayer and Builder), that I could easily get to, but only 1 slot for consumables. Some stats seemed to be missing from things, like whatever kind of damage modifier the different weapons have. (explained below)Ī few things did seem confusing. I tried using the speed potions when I played, but. I remember seeing from a let's play by Fury Forged (a YouTuber) complaining about the movement feeling slow, and I can see that being an issue. Thankfully the starting HP felt generous enough to allow a player to make some mistakes and not just die in a few hits, but the weak healing options also hammered home to not push things too much. The start did feel a bit slow, with the weak weapons and/or somewhat durable enemies and resources. A bit worrying, but honestly it is always hard to guess the completion date on a nebulous task like computer coding and gameplay tweaking. However I was more expecting it to be more polished. So after about 11 hours, I got done playing the heck out my first run-through, and it kept my attention, and did like the direction it is going. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |