AK-xolotl Review ("Gamer" "Idiot")
This is Early Access.
This is an early-access game masquerading as a full release (re: roadmap). This game is missing a lot of polish. Here's a really long list of jank I encountered while playing. Check comments for even more (ran out of space).
Gameplay-Related
There are a lot of bad items and weapons. The balance is bad. For example, the beer item, which gives you 1 extra projectile but 40% less damage, is a downgrade for multiple weapons. For melee weapons, it just doesn’t work. For the pew-pew gun and shotguns, which already have more than 1 projectile, it is a damage downgrade. And for the laser gun, both lasers don’t seem to be able to hit the same enemy, so it is awful. it is a gold tier item - shouldn’t it be powerful? The first weapon I unlocked with diamonds was the railgun, which is a gold tier weapon. After I unlocked it, 80% of the weapons that dropped were railguns (for whatever reason). This guns sucks. It slows you down when you shoot, its projectiles are overly flashy making it hard to see, and the gun has lower dps than my primary weapon, the sniper. Aren’t gold tiers supposed to be good? I don't want to unlock a lot of stuff with diamonds, as I know that I would never pick up the items if I saw them. The best stat you can get is health upgrades, which you can get from a designated room, so you should always pick that over items. It's also redundant that some items give you max health.
Nurturing axolittles is tedious. There is an annoying couple of seconds of nothingness after you complete a nurturing "minigame," and that time adds up when you have a lot of them. Carrying axolittles over to the crystal to take their bliss is especially tedious.
On the default camera setting, the camera's movement is jank. It doesn't follow you smoothly, and you can't really control it with your cursor fully, as it still depends a lot on where your character is. You often have to go out of your way to move the camera where you want it.
The second wave of enemies in a room is often very similar to the first wave, and same with the third wave. Having multiple waves thus just makes rooms take longer and makes the game feel tedious, as it just feels like you are playing the same room again.
Enemy bullets come out of their guns in an unfair way. The bullets spawn completely outside the gun instantly, which means they start out closer to you than they should. This means that fighting enemies at close range is more punishing than it should be, as the bullets can just spawn on top of you. This is most egregious with enemies that have big bullets, such as crossbowers, and the second boss.
Meta progression happens with little indication as to why most of the time. I think you just unlock stuff by dying. And maybe you unlock starting guns from how far you get in a run? I really can't tell.
Similarly, as many others have pointed out, the fastest way to get meta upgrades is to die repeatedly, as dying lets you nurture your axolittles again. This is just stupid.
I bound right-click to dodge-roll, but the game does not remember my binding unless I open the controls menu before selecting my save file every time I open the game. And, since you can't change controls after you are in the game, you have to quit out to do it if you forget.
Rerolling a chest doesn't guarantee that the items will be different. This may be because of a lack of unlocks.
Ammo amounts are buggy. I had a pew-pewer with 400 ammo. Then, I picked up another pew-pewer. It set my ammo to 240. This has happened multiple times, with multiple different ammo amounts getting set to 240.
You can't see what an item does when you buy it from a shop (I heard this is getting patched soon). You also can't see what an item does when it's in your inventory.
You can buy a bag of money from the shop. The money you get is less than what you pay.
If a big moose enemy has no way to get to you due to terrain, then it will just stare you down without moving or shooting.
Some enemies just attack nonstop forever, such as the big spinning bull and the minigun bear. This makes them unfair to fight against.
I bought a crystal heart from the shop, which I'm pretty sure cost 70. It took 95 of my doritonos.
Shooting obstacles to get food items is awkward, as your bullets always pierce through them, and they don't always react to getting hit before they are destroyed. They also don't react immediately when destroyed, but have a small delay, which looks weird. Also, they break based on the number of shots that hit them, not the damage dealt, so it takes awkwardly long to destroy them with a sniper rifle.
Guns will randomly fire two projectiles instead of one. I have no idea if this is intended, but it is not explained anywhere, and is a strange mechanic.
Most menus don't work with the mouse, and force you to navigate them with your keyboard, despite there being a cursor on screen. Hallmark of an unpolished game.
The third boss's attacks are bad. The fire spitting attack is too easy to dodge - you can just sit in a corner and wait it out. The green goop attack is kind of jank - sometimes I seemed to be getting hit by something when I was directly above the snake, which wasn't the projectiles hitting the ground. It was unexpected damage. Also, the tail barrage attack can be easily dodged by sitting still in the right spot, as the pattern doesn't change as it loops around the tail.
Boss-fights take ages if you run out of ammo with your secondary and you have a bad primary weapon. Only the first boss gives you ammo mid-fight.
Chests have a small delay before you can open them, which is awkward. Also, if you are spamming the open button on them from impatience, if it is an item chest, it will immediately pick a random item once the menu opens, as there is no delay to protect you from that.
Weapons don't auto-reload between rooms, so if you forget to do it before entering a room, you have to wait it out at the beginning.
Visual-Related
When alligator enemies lunge at you with a wall or corner in the way, they teleport around and glitch out. The same happens with other enemies that lunge, such as big moose.
The animations of spinning bull enemies get out of sync with their weapons when attacked, which looks really dumb.
The game gets my key-bindings wrong. I use the default bindings, but it says to press N to talk to NPC's, when it should be E and F. It then corrects itself after I press the right button.
Axolittles can be hidden behind terrain in the pen. This makes them harder to keep track of.
The chicken NPC has an exclamation mark above its head whenever there is an update to information in the axopedia, which is not warranted.
The pixel art on the smaller enemies doesn't look as good as the bigger enemies - would it hurt to make the enemies a bit bigger so they can have more detail? The cutscene and beastiary art looks 100 times better than the in-game sprites, which is a shame.
Enemies can be obscured by or lost in the chaos of corpses, guns, and bullets. Enemies can spawn right next to you and be obscured, and then shoot you at point blank without you noticing.
The camera screws you over when a second wave of enemies is spawning in, as an enemy can spawn right next to you but still be off-screen.
The camera screws you over when in a room where enemies are coming from both left and right, as you can only see them coming from one direction at a time.
One time, a random bullet from an enemy just hung in the air completely stationary for about 10 seconds, then disappeared.
Items that you pick up only sometimes show up in the bottom left corner.