Mycopunk İnceleme (反社会电动火锅)
I wouldn't recommend the game in the current states. I've played demo for 20+ hours and I found myself not enjoying the early access.
1. Dev really need to make killing enemy more rewarding, not saying giving more resources or drop loots, but make it actually matter to the run:
The game should encourage players to fight the enemy by letting them drop something that can be useful in-mission later like a currency you can use to call down booster or special weapon. I want to compare this with some other game I played:
-Risk of Rain2: Enemy is always spawning, but it drops money which can be used in-game for player upgrades.
-Deep Rock Galatic: Enemy spawn but majority comes in waves, you basically cannot run away from them since you are in a cave BUT clearing a room or eliminating them greatly helps mission progress.
-Mycopunk: Enemy is always spawning, you can't really get rid of them or have a break the whole game. Killing them rarely helps mission progress (besides like cleanup or elimination), and killing them is not really helping player to deal with later mission or more enemies. My team often just runs away from swarms because fights bring much risk but little rewards. The best possible outcome after a fight is that all teammates survive, which is already the case before engaging.
2. Combat experience / Enemy respawn mechanism:
This should be a fast-paced (movement-wise) game; however, the game requires you to hit the core of an enemy to effectively kill it. Hitting the weak point isn’t hard, but enemy HP becomes ridiculous at higher levels. Weapon damage doesn’t scale with level, and IMO the upgrades don’t provide enough improvement to balance the increase in difficulty. What makes it worse is the respawn rate and enemy search range, they literally spawn right behind you and start blasting. Eclipse feels extremely unfair, as they can locate and precisely shoot you before you even see them, at least makes the eclipse effect two-ways. I think the enemy mechanics are the same as in the demo, but the slow progression makes my experience a lot worse.
3. Progression speed:
Progress is very slow compared to the demo. You get very few upgrades, and character upgrades are locked behind a level wall. Since I only unlock one useful upgrade every three runs, I’m forced to farm lower levels again and again. I can’t modify my build much, and I already feel the game is repetitive even after just three hours in early access.
4. The new missions:
I’m fine with the satellite one, but the other two are just too much and not fun to replay. The rolling mechanic is extremely clumsy, and enemies can take the cargo away. I’m not sure why the devs thought that was a good idea in a game where enemies spawn in packs every ten seconds. My friends and I just let the enemies carry the cargo and then lure them to the target site.
5. Limited movement
Dodging is important and all character needs a buff movement ability, either horizontal or vertical. As a Scrapper main, I used to put my grapple pole up on the wall which allows me to pull off some crazy maneuvers, now it’s capped at certain height, so that vertical versatility is gone. Bruiser’s even worse, and its shield wall is useless in most situation (just compare it to enemy's shield generator). You cannot carry it and enemies keep spawning right next to you after you place the shield. A consumable speed booster or a shorter cooldown is greatly needed.
All in all, the game is still in early access and has great potential.