I use a slightly different 10 point scale than the website default:
- Outstanding, game of the year contender
- Masterpiece, only a handful of games can reach this
The idea is that extra precision is more valuable for better games than bad games. I believe it's more important to know just how good a good game is than to know how bad a bad game is. It also makes sorting between good games easier.
June 28, 2017 @ 4:27 pm
Gameplay: Momodora: RUtM is a soulslike metroidvania, with all that implies: pattern-based combat, free exploration, and collecting secret items and upgrades. The combat is tight and clever. Your character has four main combat actions, being a melee weapon (a magic leaf), a ranged attack (bow 'n' arrow), a dodge roll, and access to items (the main one replenishes health). These are pretty standard and behave as you'd expect, with a quirk that provides some depth. Everything but the dodge roll leaves you vulnerable by forcing you stationary (or in the case of the melee attack, mostly stationary) and unable to do anything else for a split second or two. Because there is no way to dodge attacks, this means the meat of the combat is centered around dodging telegraphed attacks and stunning enemies. Bosses typically follow this pattern as well, although some can't be stunned, and have large attacks and high amounts...
I don't have any friends yet, I should make some!