I picked up Ender Lilies most because of the art style. It reminds me of a Vanillaware game. Also I'm a fan of Metroidvania games. Although I haven't played many of the popular Indie ones. Where to begin with this game? I'm about 3 hours in as of writing this. I'm finding the game really mediocre.
The combat is okay, but there is this lag when you swing your weapon. So you're stuck inI picked up Ender Lilies most because of the art style. It reminds me of a Vanillaware game. Also I'm a fan of Metroidvania games. Although I haven't played many of the popular Indie ones. Where to begin with this game? I'm about 3 hours in as of writing this. I'm finding the game really mediocre.
The combat is okay, but there is this lag when you swing your weapon. So you're stuck in this pose which leaves you open for attacks. Speaking of attacks, all the mobs all seem to use projectiles. I did get a projectile grenade like attack that does help, but you're given only so many charges. For a side scrolling game the hit boxes are atrocious. You could be well away from an enemy attack and still get hit for whatever reason. I often found myself dodging only to dodge into another enemy or dodge and still get hit by the enemy from dodging though them. Bosses are damage sponges. You have to beat them almost flawlessly because their attacks are going to kill you in one or two hits. This would be fine if the leveling system actually did something. But I read that leveling doesn't give you any sort of advantage since enemies scale to your level. So, what's the point of leveling then? Overall combat feels stiff and boring. Just memorize the enemy patterns and hope for the best.
Exploration isn't fun. I'm just going into a straight line. Nothing about the world makes me want to explore or even question what kind of place was this before everything happened. This is because each room looks pretty much the same from the last. They couldn't make the zones a little more distinct? Instead they're too big and a slog to get through. It's hard to know what you can and cannot jump on. Something might look like it's a part of the background but you can actually jump on it. The mini map does indicate there are branching parts in the room, but there is no indication where the branch is so you might just walk past it. It's frustrating and causes unnecessary backtracking. There should be a better indicator where a door or path is in the background.
Also for a game like this there isn't much incentive TO explore. You might find some mcguffin to spend on your spirit pals or maybe a +5 to HP boost. But I guess I wish there was a little more variation. Like finding different armors or weapons to equip. The game feels lacking in the things to find. Isn't that one of the main things of these kinds of games? I feel like I'm clearing one rectangle room just to clear out the next rectangle room. While not actually finding anything important.
Honestly the music is the worst part of this experience. Not sure why they decided on using these slow piano pieces. It puts me to sleep. It just loops and loops too. If it were any good I wouldn't mind. But it really makes everything from the exploration to combat even more boring. I actually put on the Castlevania Symphony of the Night soundtrack and it made the experience a lot better. So I think the music is going to be a huge factor for some.
The plot is non existent and you only learn about things through files you collect and by purifying people. Still not sure about what my mission is, my motivations, or why I should continue on.
I don't understand the praise for this game. It's just so mediocre and tries to do what a lot of other games have done better in past. Also, you get the double jump in the first 30 minutes. What the hell?… Expand