Friday, August 16, 2024

Time Treker - Very impressive rogulike!


So time to talk about this one. I'm gonna do a short review on this game soon, cause I think they've got something really good going. It's still in Early Access, so I'm totally OK with there being drawbacks like few characters, limited maps and missions, and things like that. Time Trekers is a survivors-like roguelike that I think pulls a lot of great stuff together into a great theme (Time travel with a goal of altering bad timelines). Here's some things I think it does really well:

- Dying does not mean failure! A lot of survivor-likes, although they have an upgrades for more lives, usually when you die, it's done. TT has a system where through the 4 sections of the map, you nee to hit an Impact number. If you fail a mission, you're pulled out and can keep moving forward. If you complete a mission, you gain better Impact and open more spots on the map. I think this is a really cool system, because it eliminates most of the idea of RNG killing your build. - Multi-level in battle upgrades. Obviously roguelikes main focus are making your build. Plenty of roguelikes have things like weapons partnered with upgrade items, or some version of them. TT has weapons, which are upgraded as you go by finding more of the same weapon (similar to other games), however each weapon also have 4 slots to add additional upgrades to create unique versions of that which (AND these upgrades can also be upgraded), AND you have equipment type items that give bonuses that are separate from weapons and can be upgraded, AND an additional layer of upgrades that are separate from all the rest and aren't upgraded. And then you upgrade base stats outside of missions. My point is, multiple layers of upgrades in game, on top of the out of game upgrades. - Characters with different abilities - While I've only unlocked 1 extra character, I thought it was interesting how the first one had a dash ability, which is very common in roguelikes, but the next one had a triggerable artillery attack. Not too many roguelikes do this, the one that comes to mind the most being Crafty Survivors. - No Easy Overpowered Builds - Dont get me wrong, I like a good power build. I have videos for Vampire Survivors where I can just set the game sit and it'll never die. Nearly every extra gun and upgrade to them feels like just enough to keep it challenging. Partnering this with dying not meaning failure, it becomes really interesting. You WILL start to feel the challenge weigh heavy on you if you fail too many missions, because you won't be able to branch out into the map much for extra upgrades. Some things I think they need to make sure and address during Early Access: - More characters, with a lot of variety. Looks like they have 6 planned right now. I think they should aim for 12. - More mission variety. The missions aren't exactly the same, but not much different either. The maps have similar structures and things to find on them, and the objectives for missions are repeated a lot. While I don't feel this took away much from my gameplay, I think a lot of people will get bored with it by the 3rd portion of the map. - More guns and more unique items. I think the gun variety they have are good, but there's probably room for more. First, put in some more visual differences of the guns. This will help create a feeling of variety. I had a hard time seeing some of the guns at work. Second, I'd really like to see a new level of triggerable weapons. We do have the ability like the dash and artillery, but I think it'd be great to have a triggerable like grenades, mines, or anything similar that's more massive impact, but add to your personal tactics. That's it more now I think. Awesome job to the devs on this one. I really look forward to seeing updates. Thanks for reading and watching!

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