Lone ruin steam9/15/2023 ![]() Shop updates - Reroll and Sacrifice options have now been added to the shop, allowing for more thoughtful (or instinctive) decisions during your runs.You can now also select from all the spells in Survival, just like in Ruin Run. Survival mode update - unlock biomes to play with in the Survival mode, including the Infected Gardens, Ghoul Grave, and Goop Temple.Will you wear the Cloak of Bleeding, the Cloak of Learning, or another magical cloak to gain additional abilities and boosts? Cloaks work in both the main Ruin Run and Survival modes. Cloaks - a brand new game mechanic is introduced with the cloaks, which are unlocked at successful Errand intervals.Can you reach the very end of this eternal ruin? Fool's Errand progression - an ascension-style progression system replaces the difficulty selection, growing gradually more difficult the more successful runs you complete.Truly test your sorceress skills with a brand new progression-based system in the Ruin Run. The game feels overall great at a baseline, other than the balance issues and weak bosses, but it needs one, two, or all three of those.LONE RUIN has evolved into LONE RUIN - Fool's Errand!Descend into the ruins again on a foolish errand to gather magical cloaks from a time long since passed. Games like this, in order to last longer than a couple of runs, really need to either have persistent progression, a ton of randomized unlockables, and/or a bunch of randomized encounter types. I think meta-progression actually would be worth a lot for this game to have any longevity whatsoever, too. ![]() Difficulty achievements not unlocking the lower difficulties is a little lame, although considering how few there are, it's the only length the game has right now. The Piggy Bank isn't great because anything past 1000 Gold is nearly impossible to fill anyway, at least on Normal. The Golden Shield eats 100 gold per hit, but it takes a hell of a long time to even get that much. Meanwhile, a triple-loot room is literally always the best choice because you get. There's apparently no such thing as a priority order that prevents rooms from being spawned in a useless way - such as the second to last room in a run being "Trinket Capacity Up", or the second room being a shop with a floor price of 200 when you have almost nothing available to spend. The room generation order feels bad, because there is none. vaguely try to guess the timing of their attack intervals? That isn't fun and doesn't reward skill. Enemies that fire projectiles don't really feel like they have a visible tell before they do it. They're too tanky, but also too slow and underwhelming they attack infrequently and predictably, but take forever to die, relying almost entirely on wearing you down with attrition. ![]() Maybe it's because bosses themselves aren't fantastic. The single target spells like the piercing burst, and even Chain Lightning, feel like they do terrible DPS in boss fights - if you don't have something busted like Boomerang that can just constantly grind down a boss, those encounters feel like horribly tedious walls of health that barely move. Short range spells aren't the only weak ones. Especially if you have something like Barrier. Have you noticed how completely broken Boomerang is? Boomerang can literally AFK the first boss if you hide in a corner, all but unconditionally. If you can fall down a ledge, and shoot down stairs, it really sucks that you can't jump back up and have to take the long way no matter what.
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