I think this one also needs MFi Controller support! Enjoying it so far and agrees most of the points mentioned in the PT review.
I disagree that you need it. At that point, you might as well just automatically get all the goodies in the room as soon as you walk in because there will be no decision to make. You'd just have to go round and smash them all which is just busy work. Currently it's part of the strategy of clearing the room. e.g. Can you line up two or more crates (and possibly some enemies) in a row and take it all with 1 shot of the plasma.
I was the farthest I'd ever been and I smashed a crate with my trusty crowbar, and be damned there was an infernal mimick hiding inside that immediately took said life. Not sure if I'd been a couple spaces away if I might have survived. I thought damned crowbar! But, I'm all for a perma-cbar.
sure you can, but don't expect that perma-crowbar to be added to this game right now it's a nice balance of ammo and crowbar usage.. having a perma-crowbar would have impact on your ammo-amount (suddenly you'll shoot less) which in turn impacts the whole game !
Now finished the game with all characters + unlocked one of the B-Skins Some additional comments : - Some of the items are a bit useless (teleporter, call renforcments) - I expected char C to be the best at using items, turns out it char B that gets the best amount of rounds/item - detectors are somewhat buggy, detecting nests / upgrades / secret area where there are none. - final boss is definately too easy - last upgrade of the frag makes the weapon less good somehow - using it becomes impractical - strength meter is actually misleading in character stats : it turns out that char 1 = best at shotgun / char 2 = frag / char 3 = laser. Otherwise game is great and lots of fun.
Great summary! Those two items are really quite useless, never need them in this game. And yes, making the frag shooting distance that big doesn't improve this weapon, it should simply hit harder and maybe spread wider. But the mazes are small, so shooting distance is not so much of an issue. Still have to make it further that level 11
Can someone pls share on how to find secret rooms there is no such thing as wall color change in map as was mentioned earlier, that only happens for terminals, health packs, beacons and next floor doors. I managed to tell the secrets in the anomaly routes by seeing the cracks above the walls but couldn't figure it out for the other templates. Any help would be appreciated. Game on peeps.
Ahh, I thought the detectors going off for no apparent reason indicated a secret room was near by with said item.
Maybe if you teleported back to the starting room when things got nasty you'd have made it further? I know what often screws me up in this game, much like in other roguelikes, is how I really want to clear out each level before moving on. The thing is, in this game there are no actual experience levels so I'll bet it is often better to simply move onto the next floor as opposed to wasting any more ammo on completely skippable baddies.
Bug Report: This was a secret area I uncovered. There was a ammo trader sitting on top of a flame pit. This made the ammo trader unusable. I could move freely in and out of the ammo trader square, again without the ammo trader being useable. Also the flame pit under it was still spitting flames and I could get hurt by the fire.