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Meet your maker - before you buy

Meet your maker - before you buy

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Rating: 4.0; Vote: 1
Meet Your Maker - Before You Buy hotrodhammee: I played the beta for this game and I wasn't super into it, and one of the main things that I think would be cool if it was implemented would be an open world, something like rust. I think it would be cool if you could walk around and find bases out in the baron desert rather than finding a raid in a menu to be able to create a smoother more connected gameplay experience. another thing that I didn't like was the gun, I don't know if this has changed, but in the beta the gunplay felt really bad to me, and it felt sluggish. and finally the building part of the game felt unintuitive, and it got pretty samey after a while, and it got pretty boring having to direct the drone to the end because it didn't allow for a lot of things like platforming.
Date: 2023-04-06

Comments and reviews: 14


after playing for over 15 hours I can say this game is only as good as the ingenuity of the player base. I'm having fun. The complaints about builders being incentivized to build for kills is valid but really it is up to the community to push past that and really build some unique playing experiences. I've played a few maps that were amazing and focused on run and gun and platforming. They are out there. The trick is going to be to hold the player base's attention long enough to evolve the meta in a way that gets people wanting to really be creative with the bases. Essentially their patches should be focused on eliminating redundancies in building and streamlining the process to make it an inviting environment. The less bulky interface and restrictive path building the more people will want to be more creative.
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I absolutely ove with the idea of this game but you're right, it's just too limiting.
Not only, as you said, does the straight path to objective limit options, and the game dues nothing to incentivise anything other than cheap design, but the fact that every trap can be destroyed in a single shot means you pretty much have to hide them. You can create gauntlets the player needs to weave through at the right time, just try to catch them by surprise.
Plus the grapple makes a lot of platforming ideas mute (though I understand it prevents designers simply trapping the player in a big hole they can't jump out of)
Given Mario maker makes players finish their own stage to prevent impossible stages, it seems crazy they didn't do something similar.

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You don't have to buy it when it's free. (It's free right now on ps+)
Anyway it's a pretty interesting game, even though it feels a little bit clunky and buggy sometimes.
But I also hate the fact that you have this little robot who has to able to go to the genmat and if he doesn't have a direct way, the dungeon can't be finished. They should make it so, that you have to finish the level at least one time by yourself, so that the game recognizes it as possible or winable and then you should be able to make it puplic.
Or the game itself should just recognize it, if the path to the genmat is free or blocked. Various old games already had this mechanic, so why isn't it possible in this game?

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I played a bit. I really enjoyed it. I like it's slow pace crawl through deadly dungeons. I like the hardcore aspect to it. I really do think though that it's currently at it's foundation stage at the moment. I do believe this game will have a solid cult following and if they keep building upon it it has some massive potential. Like it's super dope to crush through someone's base. It's like pvb (player vs base) just needs more to it. More risk more reward, more cosmetics, more build options, more player build options, and just amp the thing up to 11. It could be super badass. Fun game would recommend.
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I think the weapons are too underwhelming and makes the game feel less like a shooter and more of a first person walking simulator. When I first saw the trailer I felt like it was going to be a dungeon fight with waves of enemies to fight but it s just a slow walk through sometimes small hallways and you need to constantly stop and look around for traps. I feel like the constant worrying for traps just kills the mood because I don t feel scare I just think I fall for this trap then I need to start over. The game is kind of bare bones because walking around and looking for traps is 90% of the game.
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It misses lock and keys/plates and it would be simple to add. Just make the doors as being force fields that the robot can walk through. With the rule that the robot should be able to reach the key/plate first.
One way doors too that can also be easily checked.
For platforming, allow a second view where you can place virtual blocks for the robot to step on and the number of consecutive virtual block in any direction should be limited. The robot would then fly or make jumps accordingly.

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This game has an old school PS2 Hardcore Shooter vibe to it. It's like one of those games you'll find in Game store or Pawnshop not knowing what the game is but you take a big risk ask your parents to buy it, waiting to get back home to throw it in your PS2, XBOX or GameCube just to find out it's HARDCORE and you don't like or you do like it lmao.
yeah i made the mistake with that Mortal Kombat Sub-Zero game for the N64 brooooooooooooo that game was so Hardcore.

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You can speed run through peoples stages and the game is very forgiving when you moving really quickly. You slowly turning corners is your own personal choice.
They should incentivize speed runs with bonus exp. Anyway Im totally hooked on this and cant wait to see the new features and content they release for this.
They have so much potential. Especially for their coop modes. Like Imagine they had buttons that both players need to step on to activate doors etc.

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When you build a map why don't they make the creator run through it once to prove it's possible instead of limiting in to non-platforming maps? Also adding the option to set up puzzles and escape rooms would be awesome.
I remember playing Far Cry 2 multiplayer and many players would use the map editor to create these escape maps in free for all and players would legit not shoot each other and instead work together to get out. It was a unique experience

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The harvester needs to be able to walk from the start to the end to prevent people from building impossible to complete levels.
You didn t find any raids that have a ridiculously long and difficult harvester path with a tricky but fun platforming bypass? You didn t think of that when wishing there was more platforming?
I don t think you need to a super creative type to enjoy the game just not the super uncreative type.

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I m enjoying the game so far. The points made here are very valid and it does feel like there should have been more options for building both your bases and character but I do see a lot of potential here. Seeing what the devs did with Dead By Daylight I am sure there is much more to come. It is refreshing to see this game release in a time when most of the focus seems to be on remakes. It s something new and exciting so far.
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One of my bigger gripes is that when you buy a burial site, you are forced to work around the spot the genmat canister spawns, you cant move it at all. Plus, the fact that there are random permenant block structures that may or may not impede your building. While these factors may require more creative thinking, it might overall harshly impede a user's creativity if they had an idea already in mind before buying the site
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Na, I highly disliked it. It was an interesting idea but it will die extremely fast. Since on one side: It's fun to see people fail but it isn't fun to fail. The building limits you extremely and so, people will figure out the best builds and techniques and on the other hand how to spot those said techniqes and at the end: It's an uninspiring grind-fest with no good goals in my opinion.
Stay crunchy.

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I wish I could just send a level to a friend instead of switching it to a private mode and having someone search it. Also it seems like theres no way to replay a level which I think is a shame because I keep fine tuning my level and it has three possible paths to the gen mat. I'd love to have 12: 42 a player see how the base has evolved or explore a route they didnt use before.
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