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[–] 2 points 1 year ago (2 children)

We need more games like this, especially in the horde survivors genre. It's quite similar to Bio Prototype and Bioweaver, tho it looks and plays better. Bit more complicated, but that's not bad either.

Magicraft is also very nice, so don't sleep in Net.Attach() if you like these type of games.

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  • [–] 4 points 1 year ago (1 child)

    Yeah, I played the demo a few months ago and went ahead and purchased it, it seems right up my alley for the swarm survival genre. I like that how broken your build gets depends less on how many times you click level up, though it certainly helps. It reminds me of wand building from Noita.

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  • [–] 1 point 1 year ago

    That does look pretty fun, I'll add it to my wishlist and see how it looks once its out of early access.

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  • 2 comments in c/gaming@lemmy.zip view that post

    Hmm... could be either a fun take or a one trick pony.

    I like roguelikes where you have to make difficult choices while only an inch from death. Vampire survivors was a bit too brainless for me to consider it a roguelike and that's what they compare this against.

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  • [–] 2 points 1 year ago

    Played a bit of this the last time... GOL posted almost that exact same article?

    The interface and concept is cool but it feels less like programming and more like assembling lego blocks (the visual coding interface is also basically what the mindstorms had). Mostly because you have no real control over what functions/constructs you use outside of what you get as drops or what rolls in the store. So it is less "I am gonna do something clever to optimize my loop and do more damage" and instead just chaining a bunch of commands together and giggling when you get a for(3) drop.

    And the survivors/bullet heaven aspect is also kind of lacking. Full disclosure, I only did the first character/encounter. But there were no boss enemies I could see and I basically only had 2.5 attacks (laser/ping and a shockwave or nuke). So it felt ridiculously samey even over the course of a single [looks like they delisted the demo so I can't see my play time. Maybe 10 minutes?] run.

    I dunno. The concept is REALLY cool to me and a zachtronics bullet heaven sounds AMAZING. But this ain't it. Would probably be better if we instead had only certain instructions as drops and the rest (branches, jumps, loops... which are just the previous two, etc) instead controlled by complexity metrics (total instructions, memory, computational intensity, etc).

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