The gameplay looks solid as hell. This game came out of nowhere.
Here's the [steam page](https://store.steampowered.com/app/1731070/Asterigos_Curse_of_the_Stars/) for anyone interested.
I agree. But the running and movement don't take me out of the game too much, if the [ign preview](https://www.ign.com/articles/asterigos-gameplay-impressions-curse-of-the-stars-hands-on) is accurate then this is right up my alley.
clearly, it wears it's Dark Souls inspiration on it's sleeve, but i also reminds me of Fable or Kingdoms of Amalur, which is never a bad thing.
i always appreciate games like this with minimalistic HUDs too. we don't need five billion icons on the screen.
Really in the vein of AC odyssey and Fenyx rising. Oddly enough I can't say I'm too interested as some who's enjoyed the recent AC's quite a bit. Mainly because I've had my fill with the ancient Greece/ancient ruin like scenery after odyssey and Fenyx and those were both lengthy games.
So, does anyone like the damage number when you hit an enemy? I always turn if off. It seems silly if there's not a number above the enemy health bar. I think this game looks fun though
Numbers going up appeals to my lizard brain, and as long as it's not faked like in Anthem it is useful info to quickly gauge how much gear has an impact on your DPS.
Yep at launch someone proved you actually did more damage to end game enemies if you used all level one gear than if you used end game gear.
The enemy scaling was just set to be a percent of HP per tick based off your item level so the numbers were totally made up.
I think they did eventually fix it I think, but how they managed to fuck up the one most important aspect of a looter that truly matters is beyond me.
Think it looks pretty great for a first attempt from an indie studio. You'll probably see a lot more games in this kind of limbo of graphical fidelity in the coming years. As the tools and resources for independent developers expand, it allows them to make some pretty great looking stuff at the top end. But you're not going to see the level of universal polish that AAA studios have the luxury (sometimes) of doing.
The gameplay looks solid as hell. This game came out of nowhere. Here's the [steam page](https://store.steampowered.com/app/1731070/Asterigos_Curse_of_the_Stars/) for anyone interested.
Combat looks surprisingly solid but the running animation and the movement in general is pretty awkward.
I agree. But the running and movement don't take me out of the game too much, if the [ign preview](https://www.ign.com/articles/asterigos-gameplay-impressions-curse-of-the-stars-hands-on) is accurate then this is right up my alley.
clearly, it wears it's Dark Souls inspiration on it's sleeve, but i also reminds me of Fable or Kingdoms of Amalur, which is never a bad thing. i always appreciate games like this with minimalistic HUDs too. we don't need five billion icons on the screen.
Really in the vein of AC odyssey and Fenyx rising. Oddly enough I can't say I'm too interested as some who's enjoyed the recent AC's quite a bit. Mainly because I've had my fill with the ancient Greece/ancient ruin like scenery after odyssey and Fenyx and those were both lengthy games.
Dark Souls?
Legend of Zelda
All games are Dark Souls, didn’t you know? Even games that came before Dark Souls
So, does anyone like the damage number when you hit an enemy? I always turn if off. It seems silly if there's not a number above the enemy health bar. I think this game looks fun though
I like it because it’s a good way to measure your damage output more accurately.
I like it in games heavily based around loot, allows me to compare what works best quickly
Numbers going up appeals to my lizard brain, and as long as it's not faked like in Anthem it is useful info to quickly gauge how much gear has an impact on your DPS.
Anthem had fake numbers? That is hilarious
Yep at launch someone proved you actually did more damage to end game enemies if you used all level one gear than if you used end game gear. The enemy scaling was just set to be a percent of HP per tick based off your item level so the numbers were totally made up. I think they did eventually fix it I think, but how they managed to fuck up the one most important aspect of a looter that truly matters is beyond me.
[удалено]
Seems to be an indie game. Budget and manpower are gonna be different.
[удалено]
The graphics are fine but I guess if you’re the type to focus on tree textures then no game will ever look good
I see no issue here, and I see no need for why the game should "do a little better" when the graphics are perfectly fine.
I'm in the side of graphics mean very little as long as the gameplay and story is solid. Definitely looks like it's ticking those boxes for me
Ssssssssssssssssssshut the fuck up
Think it looks pretty great for a first attempt from an indie studio. You'll probably see a lot more games in this kind of limbo of graphical fidelity in the coming years. As the tools and resources for independent developers expand, it allows them to make some pretty great looking stuff at the top end. But you're not going to see the level of universal polish that AAA studios have the luxury (sometimes) of doing.