- cross-posted to:
- games@sh.itjust.works
- cross-posted to:
- games@sh.itjust.works
Did they say free DLC? That’s surprising
It’s a kickstarter game, so I think paid DLC would be kind of a slap in the face of their community (in my opinion).
They could give backers free DLC codes - pretty sure that’s what the Hollow Knight devs did for their backers. Heck, I’m pretty sure everyone who backed the HK Kickstarter is getting the sequel for free too because Silksong was originally pitched as stretch goal DLC for the first game.
Solid base game, I should probably finish playing it instead of doing my normal of saving in front of the final boss and never playing again.
Yeah, especially since the game has a true ending that’s easy to give up on if you’re bad at finding conches. Can be intimidating, as I watch someone quietly quit at the final boss.
They should have swapped a couple of the conch rewards, so you get a flimsy hammer at 60 and the true ending at 48. Pushing your players into an extra 5 hours of searching just kills the game’s pacing
I ended up just getting them for my wife, the funny thing is it took me like 20 minutes to get 20 once you know all the harder ones (like oasis). But yeah, I agree. Optional bosses made sense at least.
Honestly, the true ending is nothing to write home about. Sea of Stars is probably one of my favourite JRPG ever, but the entire last arc and both endings were a huge letdown.
Feels like they want to setup for something… But yeah, no spoilers.
Hmmm maybe I should revisit this game. I got about 3/4 of the way and kinda ran out of steam on it.
In my opinion, the game runs out of steam about halfway through, so the issue may not be on your end.
It started really strong but it felt like a lot of the initial promise didn’t pay off.
Still a decent game, maybe a 7/10. Just not as great as I hoped it would be after the first couple of hours.
Until you get pretty late in the game, it really suffers from a lack of variety in combat options, but by the time you get to the variety, you’re basically locked into just doing whatever moves interrupt the enemy or whichever super-move is warmed up.
Agreeing with all these comments. The game started off really strong in my opinion, but it falls flat very hard after a certain point. Both from a writing perspective and in the combat variety.
The interrupts were interesting to me because I hadn’t seen a mechanic quite like that before. But I suppose it’s true that once you see an enemy charging up there is essentially just one “correct” choice to make, which limits what choices you actually have and puts you on a rail.
SAME! I was at the underwater part, and idk why I stopped, but it’s one I would like to finish.
I’m not sure I even made it 1/10 of the way. I want to like the game but there was just nothing compelling me to continue or to pick it back up. The combat was especially disappointing. They captured the monotony of an rpg button masher without the ability to just zone out or multitask while playing. Also seems way to reliant on the moonerang.
Sooooo many moonerangs. That was a big complaint of mine as well. The combat doesn’t really evolve much.
What happened to the co-op they were promising
Response from one of their devs two months ago on Reddit. They decided to make it 3 person co-op instead of 2.
Oh that’s really exciting. My son and I both like this game but haven’t gotten past the end of the tutorial.
Such an amazing game