
Void Heart is a frenetic 2D action rogue-lite platformer with a character development system. You will go through various rooms destroying enemies and collecting items that will help you in the battle against the bosses. Enemies will become tougher with each level you complete. No checkpoints.
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Languages: English
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I so, so badly want to be able to give a recommendation for Void Heart, but it has a few glaring issues that really suck the fun out of the experience as it stands. Void Heart is a 2D shooter with roguelite elements in the vein of Scourgebringer or Black Future 88. It's got a beautiful aesthetic, and the pixel art and sound effects are well-executed, cohesive, and pleasant. The core mechanics aren't bad, either - it's your usual blend of procedurally-generated levels, power-ups and stat boosts, and suffering through numerous deaths as you gain enough power to progress further into the maze. Unfortunately, the aforementioned issues begin to crop up quickly: - Enemy logic is braindead. The vast majority of enemies simply move towards the player with standardized bursts of fire, aside from a few enemies which attach to walls in an equally uninspiring manner. This simple logic means enemies easily get caught on terrain, or conversely, all just home in directly on the player, crushing you to death ad nauseam. - Aiming and the aim animation are a bit perplexing. It appears that you can only aim while firing, which makes predicting trajectories ahead of time impossible. Compounding this is the fact that you auto-target enemies and can't break this auto-targeting to aim wherever you please, begging the question "why am I allowed to aim where I please at ANY time, then?" - Initial guidance/onboarding is a bit vague - you're led to a teleporter that's unusable until you traverse a few more rooms, acquire a key, and then have to make your way back to said teleporter. I'm not sure what the intent of this initial set of rooms is, to be honest. - The UI could use some cleaning up and clarity: the health numbers are far too small, gun icons are unclear and look too similar to one another, and the dash recharge icon needs to be much more prominent. Oh, and all menus should be usable via the keyboard or the mouse, including the start menu. There is a lot of promise here, and with some updates, this could be a great game. Even spending some time refining the enemy logic would go a long way. I'll revisit this review if and when the developer releases any updates. Find more reviews and recommendations on my Steam Curator page, Indie Infinitesimal: https://store.steampowered.com/curator/41769714/
some may chalk it up to a scourgebringer reskin, but we'll see what it'll develop into. Is nice for what it is.
This game certainly has some substance and charming gameplay. I will talk about pros and cons I found while playing this game and keep the text for the end of the review. Pros: - It's kind of addicting. - The sounds are well made and executed. - The premise is cool. - The music is good. (it quickly get repetitive though) - It's fun to experiment with different upgrades and weapons. Cons: - The weapons look very similar to each other. - You can't tell what upgrades are for specific guns - The enemy AI is not that great and just hurls at you (except for bosses and turrets) - Some mechanics aren't properly explained (upgrades, menu, "orbs") - (Mouse & Keyboard users) Aiming in this game is not great (it auto-locks to an enemy and doesn't let you predict enemy movement) Things to improve in my opinion: - A better "tutorial area" which explain some mechanics like level points and upgrades. - A slightly better enemy AI (maybe cooperate with other enemies?) - A clear view on where to go once you clear the first zone. - Clearer upgrade sprites (to help differentiate between weapons) I enjoyed this game despite it's flaws, this game is still in early access so I can't expect golden gameplay and reviews. I am willing to give it a chance and help as best I can in development. Give this game some time and maybe it will evolve into a great rogue-like shooter If you, dev(s)/player, have made it this far, I thank you for taking the time to read my review.
eu gosto de ver esse monte de pixel explodido, isso me soa bem para :D
**If anyone wants to try it, I uploaded a community control layout that makes it easier to play, it’s under the mouse and keyboard section, but I made it to work with an xbox controller (or any twin stick controller) ATTENTION DEVS please fix the controller issue and allow twin stick controls like “Madshot” This game could be so good if it had that.
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