NEEDS PERKS – Cure Hunters Review

There are so many crapier games with better reviews than this one but I get why that is after playing it for a bit. Those crappy games have one thing that they do and they do right. This game tries to do one thing but it does not deliver and this is the rouge lite mechanics. The reason people feel unrewarded is because the gameplay is always the same. Not even buying weapons changes anything at one point I realize I don’t even use any of my other weapons until a boss fight as it is unnecessary. Every time you loose you literally have to start over the same “experience” and this is the word you need to focus on. The issue is not starting from the beginning it’s having the same experience over and over and over until you can unlock another character and then it’s exciting for 2 more runs and then back to the same. There two ways to fix this game. 1. Perk Mechanics - besides a weapon to buy per the end of each level also include an ability that you can buy. Have at least minimum 35 different abilities to start and add more as you update the game. This abilities could range from how the character can move to how his bullets hit or how much damage he can make to certain enemies. For example: Sticky Boots - greatly reduces recoil to all weapons by 65% Bad breath - increase damage the closer you are to the enemy (risk = reward) Fire bullets - do fire damage of .5 per second for 4 sec. Ice bullets - slow down enemies for .5 sec per hit Bolt shots - distribute reduced damage to enemies close to target. Jet packs- allows for double jump Spiky backpack - dashing now cause 1 damage to enemies. Forcefield - allows for a force field that protects for one hit recharges every 120 sec. Frogman - double damage to frogs (I would love this perk frogs are jerks in this game) Fly paper - causes more damage to all flying enemies. Blink boots - Can dash in the air So many more could be created the idea is that a good rouge game even when you need to always start from the beginning your EXPERIENCE is always different. And this is the key of a good rouge game. Another way you can fix this is by creating tons and tons of different weapons that work differently and to make them findable in the levels this way you have to choose between two weapons and come up with which crazy weapon combo works for you and really go crazy on the weapon design and mechanics. One last thing if you are forcing people to kill all enemies in the level first make the fighting more engaging with more monster varieties and provide a MAP that pin points the location of all the monsters. Plataforming is not the strength of this game, actually it could live without and when you need to back track because you miss a monster it suuuucks. Anyways this are my advice if they want to make this game go big you need this element focus on the players experience and try to some how provide DIVERSITY to it. Also procedurally generates levels might help too and spikes sometimes blend to well to the surrounding making them difficult to identify before it’s too late.
Review by Juan14444 on Cure Hunters.

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