What went horribly wrong?

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Top tier character visuals (better than most jap anime games) but shit gameplay

Any video game that uses cards as a major mechanic is creatively bankrupt.

A very good visual style and gameplay, but shitty story and dialogues

"Why yes, let's make an FPS game where enemies barely move or even attack, what could go wrong?"

We did get two cuties out of it so it's not that bad

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When the stocholm syndrome hits you start thinking the story is good

tell that to neon 'having 60 fucking shields' green

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It's far too limited as a time trial FPS.
You get one path, one sequence of cards to go through with maybe a skip or two somewhere(which the game highlights with the big fuckoff glowing icons once you hit Gold medals) with barely any room to experiment or craft your own path with the exception of the penultimate chapter where the kill demons rule is removed and you get a really long range teleport. Going even further the movement abilities are heavily "scripted". This makes all kind of sense for stuff like Godspeed, the double jump or fireball but when it's also being applied to the rocket jump, grappling hook and even just bouncing on those balloon enemies it more or less feels like the game's holding your hand too much. This isn't like Cyber Hook or Seum where you have a fair amount of tools to play with and are told to just style in time, with a noticeable skill ceiling you can aspire too.
Plus the game's just really easy unless you're going for Red medals which completely limits your already limited options even further.
Great music and I liked that one swimsuit CG though. Wish the VN parts were less or at least had more of Violet and Red being cute/lewd.

>every fps need to be (thing)

thats the main reason why the genre was completely creatively dead for a long time