Very simple but addictive. Some items are more overpowered then others but with the kind of game this is and how many weapons you can have at once I don't really have an issue with that.
I've reached the ending added in 1.0. After getting to that point I'm more appreciative of how the simple gameplay loop did not get old to me after over 20 hours which was one of my worries about the game. In fact there's so many unlockables I can still find I have plenty more reason to put dozens of more hours in.
I've reached the ending added in 1.0. After getting to that point I'm more appreciative of how the simple gameplay loop did not get old to me after over 20 hours which was one of my worries about the game. In fact there's so many unlockables I can still find I have plenty more reason to put dozens of more hours in.
Tries to clone Magic Survival but the mechanical changes end up making it significantly worse.
XP dropping on the ground combined with circular horde spawns incentivizes you to constantly play on the same screen, because any step too far in one direction takes you away from the pile of XP that the mobs on the opposite side dropped.
Limited spell and item slots mean that choosing anything even slightly subpar is damaging.
Items are now a levelup reward and chests just give you a random +1 instead of interesting items that actually do cool things? ??
The spells are so overly flashy that the game quickly becomes impossible to parse, despite generally being uglier.
The enemies all being uniform and also spawning so uniformly means that the only way the game can challenge you is by spawning blobs with larger and larger health pools until it's large enough to make it through your pile of spells.
Both of them are ultimately just Make Time Disappear games but even those have standards.
XP dropping on the ground combined with circular horde spawns incentivizes you to constantly play on the same screen, because any step too far in one direction takes you away from the pile of XP that the mobs on the opposite side dropped.
Limited spell and item slots mean that choosing anything even slightly subpar is damaging.
Items are now a levelup reward and chests just give you a random +1 instead of interesting items that actually do cool things? ??
The spells are so overly flashy that the game quickly becomes impossible to parse, despite generally being uglier.
The enemies all being uniform and also spawning so uniformly means that the only way the game can challenge you is by spawning blobs with larger and larger health pools until it's large enough to make it through your pile of spells.
Both of them are ultimately just Make Time Disappear games but even those have standards.
On paper, this is a Castlevania rip-off where you simply maneuver a character as they auto-fire into waves of enemies and try to survive. And yet, it perfectly scratches my lizard brain itches, like a dopamine slot machine. Plus it's only $3 and under active development support. C'mon.
If this was on mobile, it'd be all over for me.
* Played well on Linux via Proton 7.0-2 and switching to the public beta branch
If this was on mobile, it'd be all over for me.
* Played well on Linux via Proton 7.0-2 and switching to the public beta branch
What can I say, this game costs nearly nothing but is quite addictive. Sadly it does not really offer anything in terms of story or visuals. It's just the most basic gameplay element that is enough to kill some time, but nothing more. That is why I have decided to shelve this game for the time being as it does not offer me anything else than wasting some time quickly.
Aún me quedan personajes que desbloquear, niveles ocultos que descubrir, y secretos que encontrar. Pero doy de momento por finiquitado mi periplo con Vampire Survivors porque, tras unas 20 horas, ya solo queda vicio del malo y pocas ganas genuinas de querer jugar y descubrir contenido.
Es bastante loco la cantidad de contenido que hay en este jueguecillo que casi (solo casi) se juega solo. Una especie de bullet-hell donde el personajillo ataca automáticamente con cooldowns y nuestro único deber es esquivar, subir de nivel, y gestionar una progresión que tarda poco en volverse un festival de colores y partículas en pantalla.
Vampire Survivors da mucho gustito y, además, tiene chicha. Al principio no lo creía, en mis primeras horas solo veía una build viable (el Ajo es demasiado poderoso en las primeras horas), pero con el tiempo y solo un pelín de estrategia en la progresión persistente vas experimentando y haciendo cosas muy chulas.
No sé cuánto de mi interés por este juego viene influenciado por el tremendo vicio que le he echado y por cómo sus mecánicas están diseñadas para ser adictivas y cuántas vienen por parte de un buen diseño. Creo que hay un poco de ambas aquí.
Sea como sea merece, quién diría que apagar el cerebro así era lo que necesitaba después de Elden RIng.
Es bastante loco la cantidad de contenido que hay en este jueguecillo que casi (solo casi) se juega solo. Una especie de bullet-hell donde el personajillo ataca automáticamente con cooldowns y nuestro único deber es esquivar, subir de nivel, y gestionar una progresión que tarda poco en volverse un festival de colores y partículas en pantalla.
Vampire Survivors da mucho gustito y, además, tiene chicha. Al principio no lo creía, en mis primeras horas solo veía una build viable (el Ajo es demasiado poderoso en las primeras horas), pero con el tiempo y solo un pelín de estrategia en la progresión persistente vas experimentando y haciendo cosas muy chulas.
No sé cuánto de mi interés por este juego viene influenciado por el tremendo vicio que le he echado y por cómo sus mecánicas están diseñadas para ser adictivas y cuántas vienen por parte de un buen diseño. Creo que hay un poco de ambas aquí.
Sea como sea merece, quién diría que apagar el cerebro así era lo que necesitaba después de Elden RIng.