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
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".
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.
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
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)
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.
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.
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.
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...
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?
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.
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.
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 👍
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.
Enemies that mind control your units, in a format where you’re punished for how long the fight takes, is brutal.
the animations are sick but it is clear it needs a lot of balancing to be fun
The artstyle reminds me of Kurzgesagt videos
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
Looks more like kursgesagt's animation style
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".
11:30 *Reto trying to stay on topic after getting his senses abused by an Eldridge fiend molesting his party member*
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.
I love the art style for this! It's so good
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
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)
@@AlbertSirupPersonally, I like Noita's approach. Not that I'd recommend imitating that, lol.
I would love to see you do a few more runs, there are so many interesting subsystems!
god please no the game slog and frustrating to pick up
@@rebirth7699How is this frustrating?
Geeze, this looks so good. Always searching for rogue titles!
this is pretty hype, you're bang on with the description of visual "juice"
Break the Lop is so cool
I won't lie and say there is nothing interesting here, but I don't remember last time game killed my interest so quickly.
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.
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.
Yea the graphic style is great, but I think they forgot to make the gameplay interesting...
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.
In this game the animator seems to have more talent than the programmer. Have seen a couple of bugs already.
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...
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
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?
cool art
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
Really nice art
did you manage to finish it ?
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.
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.
Mind control is my least favorite mechanic for a boss. Deal breaker for me.
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 👍
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.
looks great, but seems like it needs some rebalancing to be fun, just like WildFrost.
Are there any roguelike RPGs that are a JRPG style instead of the darkest dungeon style. I do not care for it.
I've yet to watch tho he did do a Lets-Try of Vivid Knight (Chibi auto-battler roguelike) & Neon Echo.
Am I the only one that read the title as "Break the Lop"?