i wrote up a quick review in case you're interested in giving it a go! it comes out on january 8th. I actually prefer the combat mechanics of Warden's Will to Risk of Rain 2. There's definitely something wrong with my brain as u can prolly tell from the gameplay, because I'm happiest with a zero recoil, infinite range laser. I downloaded a lot of mods to get a similar weapon for commando/modded chars in RoR2, so it scratches an itch for me haha. Though I grew to appreciate some of the movement finesse that you're able to pull off with the skills the game gives you. RoR2's movement is far more sandboxy, flows a bit better, and actually has items in the game to augment said movement (idk if i got unlucky and just didn't find any movement upgrades, but i swear i did not see any aside from your stamina meter), but the double jump and dodge together gave combat a very active feeling. Honestly I give the combat a 7/10, but keep in mind that I find aim trainers fun so your mileage may vary. that said, there was only one other weapon I liked. The rest of them have insane visual recoil, pretty unfun heat-gauge management (can be augmented with skills but just doesn't flow that great imo), or just have some fundamentally broken mechanics. Every character has their own unique movement ability that vary in usablity and clunkiness. I think a lot of them need quite a bit of polishing to become anywhere close to as fluid as RoR2. The gameplay loop itself... I did like that you get an upgrade path choice instead of a randomized drop, like Gunfire Reborn. Though the builds don't seem to get as absurdly overpowered (i haven't played enough to know), my best run was really satisfying since I could constantly CD-reset an ability that enabled a bunch of buffs. Butll of the other mechanics like the Shrines, recyclers/printers, void stuff, newt market, pathing choices, map events, semi-random stages; systems that make runs give a bit more agency and variety, are missing from Warden's Will. There is a pretty insane amount of verticality in some of the maps, which for the "teleporter" mechanic is pretty annoying. In this game, you have 3 teleporters per level. There's no "red particles" to help you find the first one, but after you complete the activation process, it will point you in the general direction of the other two. Because of the labyrinthine layout of some of the stages, this can prove to be frustrating. I'm sure it's learnable like RoR, but having it spawn on some floating platform was a pain. The activation process also requires you gather a currency to power them up that comes from defeating enemies. There's a ton of Shrine of Combat-type interactables which helps, but still, it's a headache to just be sitting there as nothing spawns and you can't power the teleporter you found. The portal to the next stage also spawns in a random, difficult to access location which felt like a chore for no reason. It seems like there's a fairly hard time limit that's per-stage, where the enemies become purple and end up taking way less damage. It's not impossible and my best run didn't mind when this happened at all, but that's mostly because the actual damage of the enemies doesn't scale that hard. Having a renewable source of healing seems stupidly powerful because of this. There is no passive healing and you have to find healing crystals around the map if you don't get upgrades to amend this. Enemy variety is also a huge drawback. There are a few enemies introduced per stage but ultimately they all feel the same. I've only encountered three bosses as well, all of which need a bit of work. Stage 1: Mithrix Clone Stage 2: Shield Guy Stage 3: Mithrix Clone + Shield Guy Stage 4: Mithrix Clone + Shield Guy but it's in a maze Stage 5: Large Gorilla that makes you play Wipeout The bosses disable your abilities which I found frustrating. It felt like such an arbitrary way to nerf the player and make your build meaningless. Disabling your movement ability also removes so much player agency. I feel like they should be designed them to be a challenge regardless of which character you play while you have your abilities enabled. Plus, having a build that squashes the bosses is half the fun. The gameplay loop needs a lot of work. But the combat made for a game that I've enjoyed my time with so far! Should you buy it? If you want to play the same way I do or you love RoR2 and want to try something adjacent, then it might be worth your time. I think it has potential and it's a shame that it's releasing so soon, because there are some core issues that need polishing first imo.
Hey pingu, dev here! Thank you so much for taking the time to share such a detailed review of Warden’s Will. We're very happy to hear you enjoyed the movement and appreciated aspects of the combat. Game mode, disabling abilities in boss fights, visual recoil and most of the other comments are indeed some of the most mentioned feedback points, and we’re committed to improving them, even though certain design and technical constraints might make it challenging. While the game launches on January 8th, we’ll do our best to improve many aspects of the game post-launch to ensure it continues to evolve. As a small indie team, Warden's Will has been an ambitious project for us, but we’re determined to push our limits to address the feedback we gather. Once again, thank you for giving Warden’s Will a shot and for sharing your thoughts-it means the world to us and fuels our motivation to keep improving. We’re genuinely grateful for your support!
this game looks fun. still haven't found a solo game that has interesting and difficult enemy movements the way an aim trainer would. roboquest is the closest i've gotten. might have to make something in r5reloaded...
What mouse and mousepad you using in the vid. Game looks fun is it free, I also couldn’t find the mods you used so could you link them for when the game comes out
i'm still not sure if i want to main it or not. it's definitely good, but i'm not sure if i want what it does for me over the hsk pro review will be out in a week or so prolly
probably the htx mini: while i still like the hsk pro a little better rn i love how versatile the htx mini is! if i wanted to dip into some other styles i could if we're also considering practicality for that amount of time, maybe the op18k. wired means the battery won't give out on me and the qc is way better than gwolves haha
i wrote up a quick review in case you're interested in giving it a go! it comes out on january 8th.
I actually prefer the combat mechanics of Warden's Will to Risk of Rain 2. There's definitely something wrong with my brain as u can prolly tell from the gameplay, because I'm happiest with a zero recoil, infinite range laser. I downloaded a lot of mods to get a similar weapon for commando/modded chars in RoR2, so it scratches an itch for me haha. Though I grew to appreciate some of the movement finesse that you're able to pull off with the skills the game gives you. RoR2's movement is far more sandboxy, flows a bit better, and actually has items in the game to augment said movement (idk if i got unlucky and just didn't find any movement upgrades, but i swear i did not see any aside from your stamina meter), but the double jump and dodge together gave combat a very active feeling. Honestly I give the combat a 7/10, but keep in mind that I find aim trainers fun so your mileage may vary.
that said, there was only one other weapon I liked. The rest of them have insane visual recoil, pretty unfun heat-gauge management (can be augmented with skills but just doesn't flow that great imo), or just have some fundamentally broken mechanics.
Every character has their own unique movement ability that vary in usablity and clunkiness. I think a lot of them need quite a bit of polishing to become anywhere close to as fluid as RoR2.
The gameplay loop itself... I did like that you get an upgrade path choice instead of a randomized drop, like Gunfire Reborn. Though the builds don't seem to get as absurdly overpowered (i haven't played enough to know), my best run was really satisfying since I could constantly CD-reset an ability that enabled a bunch of buffs. Butll of the other mechanics like the Shrines, recyclers/printers, void stuff, newt market, pathing choices, map events, semi-random stages; systems that make runs give a bit more agency and variety, are missing from Warden's Will.
There is a pretty insane amount of verticality in some of the maps, which for the "teleporter" mechanic is pretty annoying. In this game, you have 3 teleporters per level. There's no "red particles" to help you find the first one, but after you complete the activation process, it will point you in the general direction of the other two. Because of the labyrinthine layout of some of the stages, this can prove to be frustrating. I'm sure it's learnable like RoR, but having it spawn on some floating platform was a pain. The activation process also requires you gather a currency to power them up that comes from defeating enemies. There's a ton of Shrine of Combat-type interactables which helps, but still, it's a headache to just be sitting there as nothing spawns and you can't power the teleporter you found.
The portal to the next stage also spawns in a random, difficult to access location which felt like a chore for no reason.
It seems like there's a fairly hard time limit that's per-stage, where the enemies become purple and end up taking way less damage. It's not impossible and my best run didn't mind when this happened at all, but that's mostly because the actual damage of the enemies doesn't scale that hard. Having a renewable source of healing seems stupidly powerful because of this. There is no passive healing and you have to find healing crystals around the map if you don't get upgrades to amend this.
Enemy variety is also a huge drawback. There are a few enemies introduced per stage but ultimately they all feel the same. I've only encountered three bosses as well, all of which need a bit of work.
Stage 1: Mithrix Clone
Stage 2: Shield Guy
Stage 3: Mithrix Clone + Shield Guy
Stage 4: Mithrix Clone + Shield Guy but it's in a maze
Stage 5: Large Gorilla that makes you play Wipeout
The bosses disable your abilities which I found frustrating. It felt like such an arbitrary way to nerf the player and make your build meaningless. Disabling your movement ability also removes so much player agency. I feel like they should be designed them to be a challenge regardless of which character you play while you have your abilities enabled. Plus, having a build that squashes the bosses is half the fun.
The gameplay loop needs a lot of work. But the combat made for a game that I've enjoyed my time with so far!
Should you buy it? If you want to play the same way I do or you love RoR2 and want to try something adjacent, then it might be worth your time. I think it has potential and it's a shame that it's releasing so soon, because there are some core issues that need polishing first imo.
Hey pingu, dev here! Thank you so much for taking the time to share such a detailed review of Warden’s Will. We're very happy to hear you enjoyed the movement and appreciated aspects of the combat. Game mode, disabling abilities in boss fights, visual recoil and most of the other comments are indeed some of the most mentioned feedback points, and we’re committed to improving them, even though certain design and technical constraints might make it challenging.
While the game launches on January 8th, we’ll do our best to improve many aspects of the game post-launch to ensure it continues to evolve. As a small indie team, Warden's Will has been an ambitious project for us, but we’re determined to push our limits to address the feedback we gather.
Once again, thank you for giving Warden’s Will a shot and for sharing your thoughts-it means the world to us and fuels our motivation to keep improving. We’re genuinely grateful for your support!
Living my dream of tracking targets well vicariously rn
love your choice of musick!
is bro aim training in budget ror 💀
incredible music choice as always. game looks great cant wait to give it a try!
i miss diabotical...
same
Can't wait for that game to release. Been trying to find any survivor mods with laser so I can track in RoR2 also but no luck
после этого видео я ооочень сильно захотел поиграть в эту игру, видимо я знаю куда можно вложить часть денег с дня рождения
the acceleration looks like karlson (that means i dont like it)
this game looks fun. still haven't found a solo game that has interesting and difficult enemy movements the way an aim trainer would. roboquest is the closest i've gotten. might have to make something in r5reloaded...
mhm i would agree with that. i think the target audience would be very small but i'd love it haha
Looks quite fun
What mouse and mousepad you using in the vid. Game looks fun is it free, I also couldn’t find the mods you used so could you link them for when the game comes out
key83 mid + hsk pro
not sure how much it will be when it comes out but i don't think it will be free.
no mods this is vanilla!
Ok cool
pingu pingu pingu
Looks like fun
What do you think about the htx mini after using it for couple weeks?
i'm still not sure if i want to main it or not. it's definitely good, but i'm not sure if i want what it does for me over the hsk pro
review will be out in a week or so prolly
yay another roguelite :D
Wich arm sleeve are you using sir?
the shein one i linked in the key83 vid
@pinguefied ty!! I'm trying to find the video, but i dont find it
"the most consistent cloth pad is making me quit glass" or something
@@pinguefied im gonna watch It, ty!!
Hey if i said to you 1 mouse for the rest of your life rn what would it be ?
probably the htx mini: while i still like the hsk pro a little better rn i love how versatile the htx mini is! if i wanted to dip into some other styles i could
if we're also considering practicality for that amount of time, maybe the op18k. wired means the battery won't give out on me and the qc is way better than gwolves haha
🎉
Inspired
OMG ALEX G ILY
pingalalalalalalal
hi
Hello Riley 🌭
:3