Hyper Light Breaker in One Run

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  • เผยแพร่เมื่อ 10 ก.พ. 2025
  • Sorry for the mic quality. I'll EQ that bitch soon....
    If anyone has cheap solutions to mitigate room noise lmk :3
    This game has a lot of potential, and I really hope to see its full vision realized in the final realease. That being said, there's sooo much that needs to be fixed in the years to come. I hope they spend at least 2-3 years working on this game and taking community feedback for balancing. The first few hotfixes rolled out, which made this game that felt unfathomably difficult upon first picking it up feel like a cakewalk. Either those fixes or the build I used that exploits the game's best offensive and defensive options (claws and dashes). I mention a few things that I hope changes throughout the run, but I'll emphasize a few things here.
    Dashes are much too strong. It deters players from parrying. There isn't any reason TO parry at this point in the game, other than the wolf boss' leaping attack.
    Bosses feel extremely underwhelming after the hotfix. They put less adds into them, but they didn't tweak the Big Guys to actually do more damage, have more AoE coverage, or make misleading animations for their strikes.
    In runs like this one, meteors and assassins do NOT show up. At least add assassins... It'll encourage people heading back, recollecting/spending materials, and changing loadouts. Most importantly, it'll add an extra layer of difficulty towards this challenge. Having more characters alongside this will hopefully help.
    Other than combat, I really hope to see much more variation in the world generation. It seems to be the most difficult part of building this game, but I really hope they add more... The world needs caverns, floating islands, and an expanded underground network of labs. I love the art of Drifter, and I hope to see its splendor recreated in the final game. At least the hub area looks very nice to me :)

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