Updated review at ~25 hrs play time. Original review below. As expected, the game is getting a lot more enjoyable. Builds are coming alive at this point (at least one class if you specialized in it or was nudged in by item RNG), and better knowledge on which blessings are good/bad enable more consistent "wins". This is also showing why veterans are sometimes toxic - they have gotten to figure out what blessings/mechanics are OP and implicitly assume that everyone does as well. Anyone who doesn't abuse OP blessings must simply have "skill issues" so just go into trolling mode. Veterans can start a fresh save and start rolling straight away to dismiss concerns like mine, I can only say that they are confounding "new players" vs "new play throughs". The disparity between blessings and gods are really quite large currently, but I'm sure the devs will balance things better in the long run. For example, in most cases, especially for new players, "Attack" and "Summon" blessings are mostly garbage. Maybe one or 2 points for the mechanical effects, but they will almost never do sufficiently high damage to replace casts, strikes, and power. In the very late game there are exceptions where OP builds scale Attack damage, and this sentence is purely to preempt toxicity from trolls who don't understand nuance of "for new players" which is, again, shockingly common here. There's also a bit of inconsistent or straight up wrong wording popping up, but that's generally rare and not major issues especially for a EA game. At this point I am mostly using 2 classes to farm gear for the other classes to let them more reliably farm skill points. Having a good relic with lots of rerolls and alterations to swap around characters really helps a lot. In my earlier review I projected maybe 10 hours of grinding per class, but really that's only the first 1-2 classes, the others should be much faster, perhaps ~2 hours. I can appreciate that EA development goes in cycles - maybe the devs want to flesh out more of the late game content before revising the early game experience with more structure in place. That's fine, I'm just trying to provide a more comprehensive perspective for buyers to consider. Conclusion? It's a decent game with great potential and well worth the current price, especially if on sale. Maybe limiting exposure to online communities can improve the enjoyment. ============================================ (Original, updated 24/06/24: at ~10 hrs) Mixed review, ever so borderline positive. The things this game does well are pretty clear to everyone, so I will only mention the negatives. Hope the devs don't just ignore all the positive reviews. 1. Early game (~first 10-20 hours!) are a complete nightmare slog. Many times I debated refunding the game, but the later game videos on youtube convinced me to stay. I am still slogging it. This is really the gist of the negatives, below I will highlight some specifics. 2 Classes: 2.1 The developers clearly have a vision for each class' late-game archetype(s), but early game they are just "melee" or "ranged". The classes have no unique identity until maybe 10+ hours of dedicated farming into each one. That's like at least 30-40 hours of grinding the same feeling melee classes before fun is allowed. 2.2. Besides melee classes playing the same, feeling the same, they get completely destroyed in Act 2. Too many big AOE big damage instant nukes. Very classic "Melee gets shafted, only ranged viable" ARPG stuff. 2.3 A lot of the skill tree is padded out by uselessly small generic increments, especially the early skills, further snuffing out the early game meta progression. The major skills that actually impact and differentiate game play are mostly hidden at the very end. 2.4 Devs should consider flipping the skill trees upside-down as a start, then re-optimizing it from there. This enables classes to quickly *begin* developing unique identities and some semblance of player agency and mapping out builds, and also introduces a lot more variety to reduce the early game slog. This leaves the incremental min-maxing stuff to the end. 3. Gear: 3.1 In the early game, gear drops are too rare, starving players of meta progression. Later game, gear drops a bit too much relative to the small inventory. Maybe this is intentional to make the player play make choices? This compounds with the next problem: 3.2 Affixes are almost comically granular, making it such that the vast majority of drops are useless. Don't need separate projectile count types for every single thing, or chances for every blessing tier, for example. Just roll them into a single, more intuitive stat, except maybe Uniques can have special exceptions. This compounds with the next problem (yes again): 4. Blessing choices each level up should increase beyond 3, very quickly. In the game's current state, it should at least be 5 by the time you unlock all characters. The game wants to enable many "different" builds, and thus allow many "different" blessings, but it's too much of a fight against RNG to actually make the builds. If gear were more versatile, playthroughs would feel less cucked by RNG. 5. I admit this is not completely within the dev's control, but also kinda is under their influence. That is community toxicity. Among various other high quality bullet heaven rogue lite style games, DMD's online spaces stand out for being unusually "git gud" spammy instead of being helpful to one another. This might be caused by the COMPLETE disconnect in how veterans see the game vs what a new player actually get presented. There is little middle ground for understanding each other. This is especially odd as the early access nature means little and frequently changing/outdated documentation, the veteran players seem to take pride in gatekeeping information. I hope the dev's could steer the community away from that, somehow. (I think someone gave me the clown award for this, which is ironic...)
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