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James Margaris's avatar

Agree on Absolum - the special moves tied to meter felt fairly weak and the rogue elements don't add much. Other than being on trend I don't see how they're better than creating a build via skill points / skill trees or finding equipment or other progression systems. In this type of game I think finding a cool new sword would be more satisfying than finding an aspect that gives your sword fire damage. (And fire damage, wind damage and water damage all ultimately feel pretty similar)

I was left with the same conclusion: the newer elements of the game don't pull their weight. The core action is good and the branching paths, changes as you replay, etc, are neat, but the meta-progression layer feels more obligatory than additive.

Jeyfar's avatar

This Next Fest pushed me over the edge and I had to filter all the Rogue tags on steam. Most indie games are extremely lazy and just default to letting RNG make their gameplay for them. That said this Fest had a good number of promising games so I can at least avoid saying "it's so over".

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