Among the few remaining humans, brave scientists funneled their resources into constructing mankind’s last hope, the Sentinels - gargantuan metallic golems born of technological advancement and mysterious alchemy.Īs one of the few remaining Sentinels, rise as humanity’s last line of defense, taking on endless hordes of infected mutants until the reactor runs out of power. Set in the universe of Remedium’s post-apocalyptic Renaissance, more than one hundred years have passed since the initial onslaught of the calamitous Grey Plague, which decimated a once-flourishing continent. We have similar thoughts on our own.Become a Sentinel and face the plague in roguelite fast-paced auto-shooter set in the same world as Remedium game. But this trait is one of the appeals of this title, making it stand out. A lumbering construct with heavy armaments makes sense and has appeal. Without such, many of these VS clones are *just* VS clones.Īlso, having a slow mechanoid makes sense. players need something to do other than just move their characters. Nice short arcade excursions yes, but they need not remain absolutely simplistic. ![]() I think in a post-Vampire Survivors realm, players benefit from greater depth. Having some weapons that are manually aimed and some that are auto-aimed lends a lot of creative options for design. ![]() ![]() I liked the face of the game when I first played it: the system set down a foundation for multiple equipment types that add to the game depth. That's the sort of thing that needs to be established and set in stone. My only comment is that you the dev need to decide on the issue of auto-aim.
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