![]() it's basically some form of pocket-risk-of-rain-2, from an overhead perspective and single player, so it should be enjoyable for many people in theory. the way artificial difficulty is created by limiting access to agency, this would require excellent telegraphing to work fluidly, but it's not there yet. there is no clear feedback with audio cues for skills reloading. but here nothing happens, so it's always a tactical loss in crimsonland game we have perks that trigger on picking up items, e.g.: explosions, slow, freeze, time dilation, movespeed, invulnerability, shield. picking up those parts takes us out of position and plays no additional effect. rewards were unclear: it looks like we need to collect parts the enemies drop or we get no reward. i don't see a way how players can use this for a positive gain, it looks like "you hold your mouse i punish you" design. this seems to be to encourage timely choices over spamming attacks. holding down mouse while recharging attack will slow movement. ![]() this means we are more busy managing how long to do nothing than we are busy with an action. demo made heavy use of cooldown management. there was no laser pointer or other targeting help. there was no circle indicating targeting range, so when to shoot was largely guesswork by trial and error. maybe the game starts off too slowly, shooting a mob every couple seconds and wait for cooldowns to refresh didn't make for a meaningful experience minimal visual feedback for chain lightning. yes, we can find out what they are and remember it, but it's not readily apparent from looking at the picture symbols for spells seem unclear and too pixelated. upgrade items were unclear: how is upgrade spell different from upgrade spell? there were the different symbols for the spells underneath, but maybe putting their control shortcut there or their name, or making pictures bigger or better would help it seems a good idea to only use keys in reach of WASD for ergonomic reasons to leave menu ESC had to be pressed, there was no right-click functionality, maybe this can be added to go back. The experience is saved somewhat by good gameplay and a great spells/upgrades system, though not enough to call this one a real must-play.- Sometimes it wasn't clear what item was selected, because the menu selection had no highlight ![]() A lack of content means the experience is over long before it ever should be, and any additional difficulty modes and a survival mode don’t do enough to justify the small scope. LONE RUIN is a game that’s simply too short for its own good. Factor in an extremely short running time and you’re better served with one of the many other twin-stick roguelikes on the market. It looks good and offers some unexceptional action but nearly everything here feels copped from superior works. Lone Ruin is the equivalent of one of those mediocre made-for-Netflix films. As you proceed along the path you’ve picked through the ruins, make the most of your destructive magical setup combo by picking from the various upgrades and modifications that are available.Choose the spell that best fits your play style rather than taking a chance by entering the Lone Ruin to avoid the risks.Engage in tense combat with a variety of foes and bosses in a variety of varied, brilliantly terrible environments.Spells must be optimized and ultimate combos must be created in order to defeat warped beasts and advance further into the Lone Ruin. Explore an ancient, mystical ruin in pursuit of an ancient power in this twin-stick roguelike shooter. ![]()
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