it looks so cool, the movement is cool, lots of aspects of this game are straight-up cool, but i don't see myself finishing this unless i'm in the exact right mood. there are some parts where the checkpointing feels a little unforgiving, and catching up to where i was having trouble ends up a slog. but, it is really cool...
Lithium City is a neat little action game with a cool aesthetic and some neat ideas, some of which work while some don't. It's short enough that every level feels fresh and I got over the frustrating sections when the game presented a new set of challenges.
I do think that while the isometric POV works for the most part, there are rooms where that camera view combined with the glowing lights from different surfaces made it hard to gauge whether you're in direct line-of-sight of certain enemies or in safe cover, and that proved fatal way too many times. Also wasn't a big fan of the grenade and disc mechanics, as I didn't feel I had enough control over their trajectories. Those particular sections demanded a level of precision that a direct, top-down angle would've served better. I can see how there's intent in creating a sense of chaos for those sections, but I just didn't enjoy having to replay those parts a lot while trying to account for a degree of randomness.
I definitely enjoyed the gunplay and the beat 'em up sections, and a lot of that enjoyment stems from the tightness of the controls and the feedback. Lithium City just nails ~game feel~. It's why I actually enjoyed figuring out and getting better at the last boss, which sounds like some people didn't have as much fun with from reading a number of reviews! That fight encapsulates the strongest elements of the game: killer style and satisfying combat.
I do think that while the isometric POV works for the most part, there are rooms where that camera view combined with the glowing lights from different surfaces made it hard to gauge whether you're in direct line-of-sight of certain enemies or in safe cover, and that proved fatal way too many times. Also wasn't a big fan of the grenade and disc mechanics, as I didn't feel I had enough control over their trajectories. Those particular sections demanded a level of precision that a direct, top-down angle would've served better. I can see how there's intent in creating a sense of chaos for those sections, but I just didn't enjoy having to replay those parts a lot while trying to account for a degree of randomness.
I definitely enjoyed the gunplay and the beat 'em up sections, and a lot of that enjoyment stems from the tightness of the controls and the feedback. Lithium City just nails ~game feel~. It's why I actually enjoyed figuring out and getting better at the last boss, which sounds like some people didn't have as much fun with from reading a number of reviews! That fight encapsulates the strongest elements of the game: killer style and satisfying combat.
A fun little isometric action game - shame about the incredibly tedious final boss that decides to strip out every mechanic save for the least enjoyable - melee combat. That and some other areas are just RNG-based patience testing. Great visual style though and a crazy amount of variety in a 2 hour runtime.
Kind of a minimalist take on Hotline Miami-style twitch action, only isometric instead of top-down, and aesthetically closer to Transistor or the abstraction of Superhot. There's something very reminiscent of Supergiant's work in general, especially in its atmosphere and use of music. Only takes a few hours to finish but what's here is very, very sharp. It's quite difficult by the end and its a testament to its mechanics that they still hold up under such intense pressure. If it ever gets ported to Switch I could see it blowing up in a big way.