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Posted by smithmorgan on August 24, 2024 at 7:30pm 0 Comments 0 Likes
Posted by smithmorgan on August 24, 2024 at 7:29pm 0 Comments 0 Likes
Posted by FENCEWORKS NW on August 24, 2024 at 7:29pm 0 Comments 0 Likes
Fences play a crucial role in defining boundaries, enhancing security, and adding aesthetic value to properties. In Vancouver, WA, homeowners and businesses alike recognize the importance of maintaining their fences to withstand the elements and ensure long-lasting functionality. Whether you need a simple repair or a complete fence installation, understanding the options available and choosing the right service is key to keeping your property safe and looking its…
ContinuePosted by smithmorgan on August 24, 2024 at 7:29pm 0 Comments 0 Likes
Title: Tsumi
Genre: Action, Indie
Developer:
Team Overbloom
Publisher:
Team Overbloom
Release Date: 12 Apr, 2019
English
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I have about a half hour in this game. In a market where I think everything is overpriced, I ensure you that this is under priced. The combat is crisp. Very responsive. Starting with fun abilities is a lot better than needing to get upgrades that grant you abilities so I thank you for that. New enemy types are introduced at a good rate. The potential for a fun, overpowered build is there. I, personally, am not a fan of roguelite dungeons where I run through random gen stuff that still looks very generic the whole time. I appreciate this game taking place on the same screen and balancing around that.
This game has two real flaws in my eyes. One fixable (and I think already on the devs to-do list) and one that is probably by design and something I just don't like.
Flaw one is the lack of numbers. I dislike "damage up" as a description to what an item does. It means nothing to me. Give me a number. That goes for everything in the game (speed up, health up, crit down, whatever). In tandem with that, give me a stat page so I can see my current stats and how a new item will affect those. Like I said, I think the dev has this on the to-do list. Plus, not a make or break. Would just be nice.
Flaw two. Contact damage. I hate contact damage. All these enemies have attack animations. What's the point if they can just hurt me all the time anyway? Contact damage in any game is always a mark against it for me (unless it makes sense, such as an enemy being toxic to the touch) and I wish it were removed. Part of the joy of learning to go around attack animations is lack of damage you take. With contact damage, it doesn't matter if you avoid the attack animation, you still get hurt because you touched the thing. I'm sure it will stay and you may not hate contact damage as much as I do, but I think it hurts the game.
All and all, this is a great game. It's $2. It could have easily gotten away with charging $5. The art is very nice. I don't know anything about this dev. First game I have played by them. If it is indeed their first game, job well done. I look forward to the future of this game and the future of this dev team. I'm always down for some small indie studios producing quality work. I'll keep grinding this game out until I beat it a few times, and then come back if they happen to expand upon it. Well done. Easy thumbs up from me.
Tsumi Release:
Tsumi is finally released! We did it, team. Come here and celebrate with us by drinking some Lizordo Coffe or Rancid Agility Potion!
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