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Aanbevolen
0.0 uur in de afgelopen twee weken / 73.5 uur in totaal
Geplaatst: 13 dec 2024 om 19:00

If you enjoy the exploration phase of Terraria you'll enjoy this game. If you enjoy crazy boss fights in Terraria you may find this game a bit too easy. As far as comparisons to Stardew... eh, I guess it has some likeness to Stardew mines maybe...
I achievement hunted the game in 73.5 hours. Ultimately I had fun and I'd recommend the game but I wouldn't recommend achievement hunting it unless you enjoy a grind (about 50% exploring nearly every corner of some biomes and about 50% grinding skills to level 100). Keep in mind that this review is for version 1.0.1.11 and this game is still relatively new so I'd expect more great things to come out in the future.

The good:
There is quite a lot to discover in the world. The devs were really good about adding a ton of unique "scenes" for the player to stumble across - some extremely useful and some just looking cool.
The progression system is deep with skill trees that have unique trade-offs
Some bosses are rather unique with cool mechanics
In the late game you can upgrade any gear you want so some old gear may end up better than some late game gear at a comparable level.
There are a lot of synergies between combat classes rewarding players who mix up their play style.
Critiques:
On the other hand there are 5 slime bosses who are barely different. At least the 6th 'slime' boss is unique.
Most bosses were defeated first try on hard mode with 2-4 players. The exceptions for us were Malugaz, Ra-akar, Igneous, and Urschleim . Perhaps consider adding some new boss mechanics on hard that are more difficult to dodge like Terraria does with expert mode. The normal enemies on the other hand felt well tuned to hard difficulty.
EXP for combat and mining are 1 XP per hit. This is mostly a problem for magic which is only really viable to level up with an Arcane staff and even then takes quite a long time. I think mining is tuned for single player - on multiplayer we were far finished with the game and my mining was still less than halfway to level 100. I'd recommend for combat stats scaling the XP by damage per hit (maybe round(damage/100) and make level 100 require 60k-80k ish). This way the player is rewarded for progressing through the game. For mining I'm less sure but I think I maybe give round(damage reduction/100) XP per block on break instead of on hit so that the player is rewarded for having increased mining damage. This would amount to 5XP per crystal block mined or 16 per fossil block mined while most early blocks stay as 1 or 2 XP. I'd also recommend making sledgehammer give XP commensurate with how many blocks it's breaking.
Mage class feels undertuned. Mage and Summoner suffer from having very few weapons but mage is shackled with the additional burden of being extremely squishy. Summoner can get +600 magic barrier from (8) minions in the end game but mage has idk Moonstone maybe for endgame survivability. Also most mage weapons are barely different than each other. Maybe add a magic damage pet for passive XP too. The other 3 classes felt fine to get to level 100.
Perhaps consider putting an item in the game that gives hints for the Rune Song, Phantom Spark, and Oracle Deck. Maybe like a ranger, warrior, oracle shrine that has some text hinting at the locations of the components. I can imagine finding the Rune song and soul seeker blind but the other two I imagine very few players could manage. Consider adding a legendary mage weapon too.
Between the four of us playing blind not one thought to craft the Ancient Hologram Pad from Malugaz' statue. Considering that this item is mandatory for progression request if you can make the item description something that sounds a lot more important or have the core mention it. We ended up looking it up how to find bosses long after exploring all 3 outer zones and some of the crystal zone with only finding Igneous.
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