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Title: When Wardens Fall
Genre: Action, Adventure, Indie, RPG, Early Access
Developer:
Peernet Games
Publisher:
Peernet Games
Release Date: 24 Aug, 2018
Minimum:
English
Having just finished the early access after the first day of release, here is my brain dump of the expereince. A lot of my feedback will be because of the early release status. Sword fighting in a dungeon is always awesome. I found the general mechanics of combat pretty good. I'd sometimes get hit and it felt like a block, but who knows. I didn't use the dodge system once. I've spent a lot of time in Deus Vult and Gorn it's not too far off from those more polished combat systems. In those games, I can bash my own shield, which I miss here. I secretly wished the alchemy was a spell system like Spell Fighter has. I pine for a Spell Fighter like game. I dropped flaming bottles on myself more than a few times. With the ability to create healing potions, it`s impossible not to beat the game. Get hit, heal. At one point I found a giant hammer and the game became pretty easy. The graphics were chuncky for some reason when compared to any other game. For instance, I can't read text from across the intro room. I very much miss the fluid movement; it steals from the feeling of really being there when I teleport everywhere. I also found a few spots in the game where I could stick my head through the wall and see where to go. Not a big deal. Why no music? Check out the killer soundtrack on In Death. Overall I really enjoed this game and am only pointing out gameplay or fixable things, not nitpicky bugs. Great job, devs, well worth the money!. Constant stutter running on a gtx 1080, can't really recommend right now. Yes, I've tried lowering the settings, no, it didn't help. Requesting a refund, but may get it again when I can play the game without getting a god damn headache, though I can say right now that the combat is really unsatisfying, in my opinion, so that's a big turn-off. I have to say though, it has a lot of potential, I just hope the devs play their cards right.. I highly reccomend When Warden's Fall even in an early access state.
I aquired my first victory screen in my first play attempt, while I do not understand how their current developer content map. I'd hope they have some errie ambient audio planned.
The game offers a wide arsenal of weapons, chests are plentiful as you go through with RNG drops. My only gripe as of this moment is the undead mobs only have 1 weapon and a shield. Some variation would mix things up.
Weapons found can be helpful with their alchemy system and applying poisons , I had no use for throwing potions but stuck to making healing potions and debilitation poisons.
I played the first few floor like you would dark souls, hide behind a shield, use a small weapon.
By mid way i had found 2 large axes, nearly every enemy drops in 2 good hard swings. Armoured in 1 swing. This is where I found myself- even without the defense of a shield- finding that axes deal a heck of alot of damage. Even with poisons, there doesn't seems to be a "counter" benefiting the mobs from such an attack power.
(Possibly having projectile enemies may help, since i found i rarely had to parry or dodge without a shield.)
The enemies at the lower levels, that summon adds nearly got me on the last floor, 3 in 1 small room summoning sure added the challenge but like all other mobs, 2 good swings and they're dead.
Vr controls are odd but fairly solid, my one gripe is trying to holster either a shield and taking it back off or using my side holsters for weapons, it was quite awkward to grab them.
I'm not used to games with holoport locomotion vs moving in a more realistic manner like in some games but this game it kind of works well for it- unless you teleport into and enemy and it just...dies.
Overall, I look forward to seeing how this game gets fleshed out in the future.
I'd love to see boss rooms\/arenas with mechanics added.. Constant stutter running on a gtx 1080, can't really recommend right now. Yes, I've tried lowering the settings, no, it didn't help. Requesting a refund, but may get it again when I can play the game without getting a god damn headache, though I can say right now that the combat is really unsatisfying, in my opinion, so that's a big turn-off. I have to say though, it has a lot of potential, I just hope the devs play their cards right.. Played the game and acquired my first "Victory" screen. My thoughts on the game are mainly positive but with constructive criticism. Note, I do understand this is still in Early Access.
The game is a little bit difficult for fresh players because some of the mechanics are hard to get used too and achieve such as: Parry\/blocking, dodging, and overall attacking.
Parrying\/blocking is all about timing and making sure your shield is at a good position to take a hit. I've rarely used the dodge mechanic, but having to move your head in order to dodge is disorienting especially since you want to follow up with an attack, but you can't really achieve that follow up sometimes. Instead of the dodging mechanic, I'd suggest something else for the right controller, what? I'm not sure.
Attacking in the game was difficult for me in the beginning because a lot of the weapons have different ranges and ones that may seem like they reach, actually don't, like the sabre. I've only experience a good portion of two-handed weapons, buckler\/shield, sword, dagger, axes and blunt weapons, however, the most damaging is the warhammer\/maul type weapons, note, you can two hand them, but you can also one hand them while still inflicting a lot of damage to the enemy.
Possible control settings and possible improvements can be. One, the ability to move on your own, similar to Skyrim or Fallout, where you can change the option to teleport or move with the left controller. Personally, I'd rather have control of my characters movements because I like immerse myself into the game I'm playing, especially RPGs like this. Two, slighlty improved combat mechanics, examples being, the hitboxs of the enemies and the underestimated length of the weapons. Three, combat behavior, instead of it being more based on a static motion, have the enemies and yourself be able to immerse in combat 'dodging' the enemy blows by simply moving your head away from the incoming blade (I can understnad that being difficult if an enemy is quick). However, leave the static combat as an option for players who don't have a large play area, like myself, I tend to hit walls and such since my room is so small I have to deal with it.
Poition making, the concept is interesting, however you have to guess what goes with what and what potion does what effect. Sometimes you can tell by the effect and other times you question what it does. I'd suggest a small text like HUD informing the player what kind of herb it is based on what it can do by reading the name, or post up notes regarding different types of poitions.
I'm not sure if I covered everything that comes to mind, but if there are any questions, feel free to post a comment about a particular thing and I'll answer with my opinion on it.
Overall, great game with excellent potential, I'm hyped up for future updates and cheering the dev team on!
Thank you for this early access oppurtunity of a game type you don't normally see anymore!
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