Luna: Shattered Hearts: Episode 1 reviews

Translated by
Microsoft from Italian
Unfortunately there is nothing to do: you have to admit that the game is poorly realized. I Say ' unfortunately ' because it is the work of a single programmer and sorry for respect for his work that is so. The inspiration is great, as well as the visual art and sound tones that the game sports. It is very original also the idea of the mode of combat that introduces mechanisms that are based on the bond of love between the character player and the one who helps in the game: ways that you must learn well to be able to master the fights . But there are disarming flaws and they cancel out the fun of the game, and then step to list the ones that have hit me. The animations of the characters and enemies are crude, almost a discrete, non-continuous succession of animation frames. The jumps seem uncalibrated and non-calibrable. In The fighting there is no sensation of impact with the enemies, so you do not understand whether we are hitting or not and with what success; On the other hand, enemies give us damage without it being understood well, so we die by gasps for surprise. The General impression is that the movements in the game are Woody. Also the game would seem monotonous as there are always the same locations: for example at the beginning, having to recover components for the construction of particular objects, you have to continually face fights with the same enemies that They release them after deaths, which always take place in the same locations, and exhausting, given the particular mode of combat. I did Not understand well the mode of regeneration and life cycle of monsters: for example, if you enter the store, some monsters are reset and you start from scratch, as if it were the screen at the beginning of loading. Also do not foresee an exit button from the game when you play full screen is an elementary error: The ESC key is used, in an unnatural way, to switch from fullscreen mode to windowed and vice versa. Ultimately, it seems that the game needs more refining work than several of its features.
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Translated by
Microsoft from French
The developer probably has some talent and put all his heart into the Visual. Using a provider to enrich the game with an adequate and quality soundtrack is even a very good idea. Except the rest doesn't follow. Starting with playability, execrable to the possible. Let's first exclude the gameplay from the pad. Not only does it amplify the lag, which creates a dissonance between the player's imput and the game, accentuating the noticeable discomfort of the game, but in addition it allows to Binder strange commands: right trigger to display full screen and left trigger to minimize . Then we can change all this, but the dév ' invites you kindly to edit one of the files of the game for that. Well let's go to the keyboard, Bah there figure you will have to fight with the unworld gameplay and inherent in the code of the game. The physics seems strange and the jumps are Lunar and not dosable by a pressure difference of the jump key. The animations of the hero are terribly limited (literally 2 frames compose the attack animation), just like those of the enemies. Count on this almost absent management of knockback of enemies, collisions and mechanics difficult to reconcile at times-I managed to get stunlocked to my death by a mob while the Allied NPC was trying to resurrect me, in vain-and the He missing platform elements noted above and you get the strange sensation of being in front of an amateur production-the engine of the game at fault mainly, despite the goodwill and ambition of the developer to make the game an episodic adventure. About the design of the game, big black dot. Little is explained to us, and barely the minimum Union. So I'm not an attending, eh, but still, I'm apparently not the only loser since the developer has written a guide following many solicitations. The first quest presented to me was just as painful as the rest of the game: it had to be understood that it was necessary to farm ingredients on some enemies to progress in the adventure. After 5 minutes to mormelt me on the low task and to fight the purge that is General gameplay, I ended up uninstalling the game. For the lifetime, if you are of the reckless genre, do with the figures announced by the developer: 3 hours.
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