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Dieselpunk-Imperiale

7 Game Reviews

1 w/ Responses

It's cool seeing a Helltaker fangame for sure, and I really like the artstyle. The first three puzzles were kinda fun. But it keeps black-screening during the first gun creation when I move the first piece in place.

Saw some footage of the rest of the game and it looks amazing. Just wish I got to play it here on Newgrounds.

Imma be real I suck at this game but I'm giving it 5 stars because the art's great and the creators somehow made a friggin browser game moddable. I don't even know how you do that but people have made mods for this thing, it's great.

TFW you get all ion cannons and they somehow kill the enemy base.

You had a chance to say Dragon-drop in the manual and you didn't take it.

Good music, decent visuals as far as the tiles and their slight bouncing goes, interesting concept. Could do with a 1 minute tutorial though. At least a little info page.

Dhasd responds:

Good idea! Thanks for the feedback, I will add some info in the description

I mean... There's something here but the same ending regardless kind of nullifies the point of choice. I think if you manage to avoid losing any of your armies in the assault you should at least turn the city into an evil citadel.

(Played until halfway through the blue caverns, but I think that's enough to formulate an opinion.)

-Music is good. Not necessarily memorable but it does achieve the "background noise" level of quality, aka not driving players insane over time.
-Exploration is fun. Bouncing around and gradually acquiring more abilities that unlock new areas makes grind seem worth it.
-Monsters seemed to depopulate until after a boss, which I appreciate. Grind is hard to balance but it feels like this is a good inbetween from unending hordes and emptying the world.
-Health fully recharging from battle to battle is great, makes items seem useful and not just paysink-life support.
-Monster designs are cute/cool, bosses give off a sense of stature without being overdone. All in all everything is simple but memorable.
-Felt a good balance between the sort of rock-paper-scissors+ elemental system and just being able to enjoy the game. Incentivizes strategic play without mandating it and overcomplicating things.
-Being able to donate repeated eggs/ getting more than one monster of the same type is sweet.

And now... The cons.
-The introduction of the warp point seemed to be at a good moment but in the time I played they seemed pretty sparse. One at the trainers house/first boss location probably would've been enough extra.
-The food system seems... okay? Not that I'm for adding difficulty but feeding monsters one-off and just keeping the buffs seems a bit much, maybe have meals last until a boss fight, like monster respawns?
-TO MY UNDERSTANDING you could keep 6 monsters and that was it. Everything else had to be rotated out via donation to the keep. You're at least compensated for this but in games like these its really ideal for players to have a sort of bank or farm they can store critters in, either for collection purposes, sentimentality, or choice.
-The player characters themselves look good, especially the red guy, but you only find out once you pick a familiar. For players new to the game, many might just run off of aesthetic appeal, so seeing what they'll actually look like would certainly be a plus.

What I'd like to see (if it's not already planned or implemented),
-Monster evolution. There are level requirements for skills and intervals of 10. Maybe at these 10+ brackets an evolution could occur? It doesn't have to be a drastic change, but seeing a visual representation of growth beyond just raw stats really makes players happy for reasons of both aesthetics and grind reward.
-Monster Farm/Catalogue. Even if we just HAVE to donate the monsters and figure it out afterwards, seeing them in a sort of creature compendium would be nice. It could be updated upon fighting a monster for the first time, and maybe once you capture it you could get a tidy little description? Like, "Slimes are the most popular first catch of monster keepers due to their simple nature and friendly faces." Still be great to store them though.
-Dynamic Item names. To my memory upgraded versions of items (level 2, 3, etc) were called just that. Shell 2, cape 2, and so on. Maybe something like, Cape > Novice Cape > Apprentice Cape would sound nice? Give a somewhat greater sense of progression?

All in all from what I played, the game is great. If this were to be released on steam as early access, I'd definitely pay 10$ as it stands. If you decided to move it there, maybe leave a sort of demo version here that finishes after the first boss? That was enough to get me sold, at least. I get early access has been getting a kind of bad rap lately but this isn't just playable, it's fun, at least for a solid 2 hour session.
Excited to see how this turns out, cheers.

Writer on AO3, lurker on Newgrounds.

Semifunctional Human

of Hard Knocks

Falconreach

Joined on 4/8/18

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