8 people found this review helpful
Recommended
0.0 hrs last two weeks / 4.0 hrs on record (3.7 hrs at review time)
Posted: 9 Jan, 2024 @ 5:30pm
Updated: 9 Jan, 2024 @ 5:32pm

Early Access Review
good concept and foundation but needs polish. this style of combat doesn't really work without some way of restoring your health via aggression, so hp drops need to be increased massively or else you're forced to play passive which just makes the whole experience kind of boring.

on movement, voidborn doesn't yet have an opener a la ultrakill's slam slide or dash jump. slidejumping is fine, conserves momentum as expected and feels okay but theres no options to "start" movement, you just have to open with a slidejump and wait for the slow gradual increase of speed with each repetition - since the arenas are pretty tiny, it's almost like slidejumps may as well just not exist as you dont have enough room to accelerate.

also balance is a little silly rn. the smg is unusably weak and a lot of the powerups feel less like powerups and more like things that should be basekit but were stripped out to throw on a filler card. most clear examples are weapons in general- they all feel empty before you get an alt fire upgrade. the revolver is just a revolver, the shotgun is just a shotgun, theres not enough depth to it

this could be (and likely will be in the future) fixed by weapon aspects, but currently the aspects in voidborn all seem unfinished with the exception of the knockback shotgun that allows you to do a pseudo rocket jump- which again brings up the issue of the arenas being so small there's just no point in using it over a parry/void dash.

dev has passion tho, visuals are great, check it out in 2 years and i bet most of these problems will be solved
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