Enemies that mind control your units, in a format where you’re punished for how long the fight takes, is brutal.
@GLW53111 ай бұрын
the animations are sick but it is clear it needs a lot of balancing to be fun
@memesaremylifeline672311 ай бұрын
The artstyle reminds me of Kurzgesagt videos
@ramacoppolaro149311 ай бұрын
11:30 *Reto trying to stay on topic after getting his senses abused by an Eldridge fiend molesting his party member*
@ShadowBMe3 ай бұрын
I loved the artistic style and animations. They made me giggle. Being as adorable as it is, it is incredibly punishing. This gives me the same kind of feelings as when I'm watching "Kickass".
@michealangelou41111 ай бұрын
This character design and art direction reminds me of bowmasters The background and portraits are much better, but the simplicity in the design lets them animate the characters very well
@reshot5711 ай бұрын
Looks more like kursgesagt's animation style
@mica497711 ай бұрын
If this is a demo I wouldn't be surprised if the difficulty was purposely raised to create a soft cut-off where you can't get pass unless you're stubborn/enjoying the demo enough to go through it a bunch of times. Until you finally beat it & reach a "Wishlist the game for more" ending screen for succeeding. Artificial difficulty isn't everyone's cup of tea but some players would enjoy getting more out of a demo before reaching the content wall on it.
@Twistedcrescendo11 ай бұрын
I love the art style for this! It's so good
@claytonharting989911 ай бұрын
This is a very pretty game Id never thought about metaprogression like that honestly. That’s good to keep in mind for any games I develop. I always saw it as “this game’s too hard for me so its giving me a boost” because I’m just not good at games in general
@AlbertSirup11 ай бұрын
I think you can balance it out with some kind of ascension mode (so it feels like you are progressing but the game also gets harder). I totally agree with Retro's take tho that you should never feel like you are too weak from the get-go to ever have the chance to win an early run. The joy of roguelikes is partly the chance of any run being amazing (or catastrophic). If metaprogression results in grinding then as a developer it might be worth thinking about making its impact on the game less severe (or removing it, if it's literally just "number goes up"). You can still have cool unlocks to give a sense of progression (like Binding of Isaac did it)
@justseffstuff330810 ай бұрын
@@AlbertSirupPersonally, I like Noita's approach. Not that I'd recommend imitating that, lol.
@TheRyanC11 ай бұрын
I would love to see you do a few more runs, there are so many interesting subsystems!
@rebirth769911 ай бұрын
god please no the game slog and frustrating to pick up
@joegaddy203010 ай бұрын
@@rebirth7699How is this frustrating?
@classicclipsF_TV11 ай бұрын
Geeze, this looks so good. Always searching for rogue titles!
@darthmegan423711 ай бұрын
Yea the graphic style is great, but I think they forgot to make the gameplay interesting...
@procrastinate980511 ай бұрын
Break the Lop is so cool
@carolinusTG11 ай бұрын
I suppose knowledge is the ultimate meta progression, but I'd like to know if a guy is going to bypass provoke or armor before wasting a turn setting up wrong at a new encounter, dying first or second round is far from fun or exciting just for some knowledge for next time.
@PolarBearSr10 ай бұрын
this is pretty hype, you're bang on with the description of visual "juice"
@wybren11 ай бұрын
In this game the animator seems to have more talent than the programmer. Have seen a couple of bugs already.
@avezebra702211 ай бұрын
I won't lie and say there is nothing interesting here, but I don't remember last time game killed my interest so quickly.
@knmrt276011 ай бұрын
The stylised visuals and animations are really nice, the balance does feel a little bit off but I guess it's mostly for the demo's limited content ? Hopefully they put a little more effort into balancing on full release...
@meroddaglenholm792411 ай бұрын
On the matter of Enemy troop info : I prefer having to LEARN it as part of the game ... in other words, you kill enough of them you start to learn bits about them that will show up in game. You would also get a more complete entry in an out-of-battle wiki.
@mica497711 ай бұрын
A mix of the two would be nice, such as pieces of information about the enemy appearing after your 2nd, 3rd of 4th encounter of them. As if it was information your characters themselves didn't know about until witnessing the enemy first hand & analyzing them. That way on your first play-through of an enemy you'll be analyzing them yourself on the spot but any consecutive fights your companions will give you cliff-notes on this enemy type as an ease of life thing.
@ConnorSinclairCavin10 ай бұрын
I am always of the opinion that if a creature takes up more area in an AOE they should get hit more. But sadly almost no games agree
@kostaguerrero800311 ай бұрын
I download the Demo but i have many less options (why is that so?) i have less characters to choose, i dont have the zombie option and the meta progress thing is just the first line opened. can someone help?
@guilekt11 ай бұрын
Really nice art
@zacsadler588710 ай бұрын
Ive gotta say, i picked up the demo and as soon as i saw the first boss that mind controls one hero every turn and hides health bars i uninstalled it
@enmanuelrondon970011 ай бұрын
I think youre just burning out from rapid roguelite impression content. You are constantly interfacing with only the downside of feeling a anemic at the meta start without the payoff of feeling stronger at the meta end.
@Retromation11 ай бұрын
I am not going to say there is _zero_ validity to this, but I actually hate full meta-progression on most of these games too, it often gets too easy at max meta. The time it feels best is at a weird Goldilocks level somewhere in the middle, and that is a very disappointing feeling. I don't get payoff from gaining things that were intentionally stripped away from me and given to me as a treat, I get annoyed that they weren't there to begin with. I've played enough games to see it as a usually ham-fisted trick to inflate playtime and make it look like there is more "content" than there actually is. It is like a friend returning something that they've borrowed for too long, sure I'm happy to get it back, but it sure as hell isn't the same as getting a gift.
@fernandezcarlos513911 ай бұрын
did you manage to finish it ?
@spoon4peace11 ай бұрын
Mind control is my least favorite mechanic for a boss. Deal breaker for me.
@Chromodar11 ай бұрын
Pace of the game: Hurt by meta progression Pace of the video: Hurt by the same repeated complaint about the above stated fact in between stints of gameplay Assuming it was done on purpose, it's actually a quite artistic way of sharing the frustration. Doesn't just explain the point, but also accurately conveys the feeling 👍
@dunderbaer243011 ай бұрын
really cool artstyle, but I seriously don't know about the game itself. Especially the "being forced to rush fights" combined with healing enemies, no regeneration of HP after combat, and mindcontrol. No thanks honestly Edit: also the fact that taunting is completely worthless against AoE and against normal attacks as well, since your heroes don't have enough health to tank several attacks in a row.
@kesler498211 ай бұрын
looks great, but seems like it needs some rebalancing to be fun, just like WildFrost.
@theoriginalsoundwavesurfer181411 ай бұрын
Am I the only one that read the title as "Break the Lop"?
@sanguixp11 ай бұрын
Are there any roguelike RPGs that are a JRPG style instead of the darkest dungeon style. I do not care for it.
@mica497711 ай бұрын
I've yet to watch tho he did do a Lets-Try of Vivid Knight (Chibi auto-battler roguelike) & Neon Echo.