Posted on: May 10, 2017

mia-0
Games: 39 Reviews: 1
Still very unpolished
TL;DR: This would be fun as hell if it weren’t for the many, many game-breaking bugs. Very frustrating. It honestly needs the “in dev” tag because literally every time I play it, I send at least two new bug report emails to Pixel Titan’s feedback email address. I am not making this up. As of writing, there have already been three patch releases fixing many issues, but only one of the issues I have reported has been (partially) addressed, so there’s probably plenty more to come. In addition to that, it really suffers a lot from typical Unity Engine performance issues, to the point of occasionally dropping below 10 frames per second and juddering on every mouse movement on a machine that’s way above the recommended system requirements. It’s all blocking on the CPU, not graphics. When I manage to get a run with no game-breaking bugs or performance issues, however, it’s fun and extremely addictive. I don’t even mind the weapon mechanics that are so unpopular with other players because the power-ups you collect will improve your weapon and it ends up working really well with nice and steady difficulty. And you can keep the secondary weapons across levels. You don’t have to use them right away. It’s called roguelike for a reason, and if you can’t handle it, you’re just not good enough for STRAFE®. I wouldn’t call it unforgiving. It’s very far from it. Honestly, I think it should be way harder and have better enemy AI. Right now they all just come at you in a straight line, and you either circle strafe around a group or you run backwards in a tight corridor to take them out one by one. That’s not very challenging given how easy strafe jumping is in this game (movement in general feels spot on), but I guess it works for people who have never finished Quake.
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