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tl;dr: A shortwhile and fun game with neat ideas, but comes also with some oversights and/or questionable designchoices.

The actual review:

A topdown shooter that features basic elements of towerdefense, forcing you to alternate between Offense, Defense and energy management. Being vastly outnumbered in all missions, your best approach is to defend your points with a variety of options while you pummel the enemy bases (those act as their spawnpoints which naturally means that you can't just hang back in the camp and fight a war of atrition) to dust. And options you have a fair bit: Point-Defense Towers like Tesla Guns and somewhat more far-reaching variations like Missile Towers and Grenade launchers, landmines and barricades. Even on the other side of the spectrum you have some options: Bombing runs, neural bombs, attack drones...
In short: They are living up to the gametitle.
These options, while plentiful, are not free however and will all cost you energy which you can only earn by capturing generators. The more you capture, the higher your energy ceiling, allowing you a more flexible hand at all times, provided you are able to defend them of course and this is the point where it hits a snag for me.
You see, as exciting all these options I mentioned sound on paper, they are all incredibly ineffective in reality as their reach, rate of fire and HP are left wanting especially when you consider that all the enemies *outrange* them. So your awesome Plasma Gun? Better hide it behind a corner to shoot incoming enemies at pointblank and pray to god that it can slow the enemy down long enough for you to come back and replace it anew because the way it currently works is that you are trading blow for blow with an infinite wave of enemies until you shut down their bases and with the limited HP and energypool at your disposal, your defenses are set to fail from the beginning with the only question how long your defenses can withstand the onslaught. While you can spawn a repair station for yourself, your towers and defenses are SOL. Honestly, I would rather have a repair drone or something than an attack drone at this point because your Mech can hold its own more than well enough with your direct control and arsenal. This, of course, makes your job easier but also brings with it a rather unpleasant side-effect: Rather than feeling the pressure of enemy waves hammering your defenses, it feels more like an annoyance that you are pulled back from the front just to swat away some puny drones who will die in one or two hits. Not what you want to feel when the biggest alure of this game was supposed to be the premise of alternating between offense and defense in a dynamic fashion. This problem is even further compounded by the fact that dashing costs fuel, so if the map is bigger (like in the latter missions) you will eventually be forced to *walk* back and forth as the only way to get new fuel is through enemy drops or specific facilities (which can also be destroyed by enemies). The most straightforward way to solve this problem in my eyes would be to implement an option to move the camera, be it through a map system or even just scrolling (though I would of course be even more pleased if the towers weren't completely useless at their sole job) so you can just spawn new towers without being taken out of the action as much. Honestly, I kind of feel like I have been putting the game on blast for the past few paragraphs, but it's actually a very fun game and I really liked what I saw (especially with that pricetag). Nothing feels quite like it when the whole map is just red with enemies and you clear them out one by one with rockmusic blasting in the background. But on the other hand- yes, I really do feel like those problems are what holds the game needlessly back which is a real shame considering the potential that is so plainly there to see.
Publicado a 4 de Janeiro de 2019.
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Um developer respondeu em 28 mai. 2019 às 14:19 (ver resposta)
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