
Mirador is an online co-op hack-and-slash boss fighting game where the bosses you encounter are created by rival players! Go on arena-runs solo or with friends, find loot to create your own Sentinels and send them online to fight other players around the clock!
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Languages: English, French
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A game where 100% of the content is created by its players will always have the same 3 problems 1. If the players can concieve of a meta, get the same items or can't get many new items very quickly, then your players will always be making the same "content" 2. You lose any potential for unique encounters and themes (look at a game like furi, where bosses are aesthetically and thematically similar). 3. Players are ♥♥♥♥ In my short experience. I encountered 20 bosses, 11 of which worked (didn't stand still, or become inaccessible) and of those 11, I beat 3. Yet I didn't really deserve to beat those 3 because the bosses were either poorly designed (for example, they had no abilities or because practically every boss had the SAME abilities). Mirador's bosses are all just dudes in armour, with the same selection of abilities just in different orders. When the crux of your game is customisation you need to demonstrate the maximum potential of the system you've created, like how little-big-planet has a dedicated campaign which aims to inspire and demonstrate what can be done with the tools in its creation mode. Otherwise, I'm just sitting in a sea of samey and uninspired community creations (half of which don't even work) and I have no motivation to seek out an actual well thought out boss. So, knowing that one of the two key elements of this game are lacklustre by concept (not necessarily by design), what about the other one, what about combat? Its OK. Hitboxes are OK except for in some circumstances where dashing feels like it "drags" your hitbox behind you rather than carries it with you. Swinging your sword feels good, however I can't seem to pin down the exact amount of time you need to hold X down to get a heavy attack (It might vary based on what you were doing before you try to heavy attack). Shielding is annoying. Its powerful, but doesn't reward absolute precision as you need to start blocking very prematurely. Its also rather flawed in that it doesn't reward aggression very well, give you any variation in playstyle or provide any character customisation / build system. You have a light attack, heavy attack, shield and a boomerang (which is just far too clunky in my opinion). And that's it. Beyond that, a plethora of bugs and poor optimisation, I simply cannot recommend this game. It has the foundation of a good idea but when that good idea consists of ONE function of gameplay and ONE function of customisation then they have to be so perfectly polished. And due to the "player makes the game" nature of the idea, you're simply better off chasing the end of a rainbow.
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Hours played at review time, across 47 reviews with recorded playtime.
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I was really excited for this game, supported the Kickstarter, and was a play tester, but overall I am disappointed by the unrefined partial game that Sauropod has published as a "finished" product. The game feels repetitive, and doesn't feel rewarding at all, after an hour of so of playing I feel like I've gotten everything I can out of it. [h1]The good:[/h1] [olist] [*]Art style [*]Interesting concept [*]Challenging boss fights [*]Sentinels you make for you kill players and collecting loot 24/7 [/olist] [h1]The bad:[/h1] [olist] [*]Only 2 characters to choose from with no difference other than visually [*]No character progression or inventory or anything you are always the same loadout and skills. [*]Sentinel fights are either easy or impossible, lots of their weapons have weird hitboxes or undogable attacks. [*]No inventory management, what loot you collect you can't organize or easily access [*]UI is hardlocked for controllers and mouse and keyboard support is laughable [*]No tutorial, hints, or help messages or explanation of any kind on how to play the game or even building your sentinel [*]If you delete your sentinel to build another you lose [b]EVERYTHING[/b] all your work grinding bits and pieces are gone. [*]Only two maps, but its a stretch calling them maps, more like mini arenas you have to spend an unjustified time walking between [*]No story, or lore, or flavor at all, or end goal there no progression or anything to work towards, other than rebuilding sentinels you totally deleted. [*]Sentinel "customization" feels meaningless. 95% of your choices are visual and have no effect on the fight at all. You only choose the weapon and special moves your sentinel does. Everything else just looks pretty. Your names isn't even displayed after you spend all this time getting pieces to make your Sentinel. [*]Servers are mediocre at the moment, once you finally build a Sentinel good luck uploading it so it can work for you. [/olist] There's lots more small issues/bugs, but that to be expected from an Early Access game, which is what this should've been launched as. Selling and pretending that this is a finished game is quite frankly wrong. The devs seemingly only reply on their Discord is "it's on our road map" which should you really have a road map if you've actually made a finished game? I wouldn't buy this game at this time. Maybe when the "roadmap" is complete with the game it would be worth playing. I'll be requesting a refund.
Graphics are cool but its far too basic and you cant upgrade your character at all. Not ready for release (this is the second abandoned game by this author)
Combat isn't well developed. Damage happens before the animation, the bosses can be quite unfair. Many times you won't be able to start a game. For a game entirely focuses on boss fights, this one fails at it's core components and needs to be reworked. Wait on this one. Hopefully it doesn't go the route of Necropolis.
Game does feel simple and barebones not gonna lie, but that's fine by me at the moment. The developers [b]need[/b] information like this and I'm sure they will add more things into the game. Problems I'm getting so far is that at times I just stop moving and got to move my controller stick again to continue moving, I don't know if its a ping issue, however that is probably the best thing to assume. Also as soon as I start a run to fight more sentinels, I would load, but be put back into the lobby due a server issue, although developers I'm sure noticed the issue and is hot fixing it. Another problem that I noticed a lot is that during fights I tend to be getting hit after dodging against one of those sentinels with the single shot pistol from their basic attack, I noticed if I dodge in a slight linear fashion when it looks like I'm definitely dodging the bullet it would still hit me. So in order for me to dodge, I would move sideways or more angled towards the sentinel. I'm fine with the combat system for now, nice and simple, damage on some sentinel abilities may need to be nerfed, maybe implement some equipment items that will also give your character buffs, more dodges, abilities, different throwables to spice the combat system up a bit. Overall, I'm enjoying the game at the moment and the sentinel creation I think is pretty ♥♥♥♥♥♥♥ cool, the price I think it's pretty reasonable, but everyone has their own personal opinion. There is a lot of cool things I would like to see added as well such as player cosmetics, more character choices (possibly different combat styles), different sentinel intros before the fight starts such as how they stand up, or some cool flashy super hero landing or maybe some text shown to show the win rate and rating of the sentinel. I'm excited to see how this game will develop in the future.
Company laid off almost all of its employees, not looking good for the future of this game
I wish I could recommend this game as the idea is really cool, But within the 50 minutes I played I found that The game control tips are set to controller even if you are on keyboard and mouse. The hits you land seem very unsatisfying. The loading times seem to vary from very long to very short. Using a controller seems very jank. The hit detection is not great meaning you have to dash every time the boss attacks or get lucky ot avoid a hit. But on the bright side the soundtrack is nice and the environment is pretty. Overall I would have loved to get into this game and play it a lot more but it felt more like a chore than a fun game hopefully it is made better in the future as it has just released
The game itself is fun, and has a foundation for a very nice experience. However, I cannot recommend buying it, as it does not appear to be being developed anymore, and it is still very bare-bones, with an obvious lack of content. If you do try it out, do so with a friend.
I wanted it to be good, but in its current state with the lack of empowering your character, the bosses hurting you before the animation hits you, it feals unfear and unpolished. Should have been marked as an Early Access game and not a full release.
This game is just undercooked. A cool idea with very shallow gameplay as well as being technically buggy. Will crash on launch sometimes and doesnt allow for custom keybinds on controller
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