My 2 cents, Metal Hellsinger is significantly worse than BPM: Bullets Per Minute for combat. The games aren't wholly comparable but just setting expectations. Loved BPM so I thought I'd love Metal Hellsinger. To sum up my complaints I think would be BPM follows in the shoes of crypt of the necrodancer. You are basically forced to do an action (move/attack for crypt, dash/shoot for bpm) on every beat (half beat as well for bpm). It feels tight while Metal Hellsinger is more free flowing and feels significantly less tight of an experience.
- There is no input buffer on changing weapons. There is no benefit for changing weapons on the full beat. It's optimal to be switching in between the beats so naturally, you think hit on beat, swap right after. You can't do that since there is no input buffer for this and you have to wait for the half beat, something with no visual indicator nor natural to perform. Not a huge deal, you only lose "1 beat" worth of time but is just an example of terrible execution
- The glory-kill you can do on some enemies expire right before a full beat rather than right after a full beat. Your brain is geared for full beat glory kill and execute and without keeping a mental timer on your head at that exact time which enemy is going to expire right before that perfect beat, you're not going to do a glory kill. This could easily have been changed to removing the glory-kill glow right after the full beat with coyote time for a good beat timing to still execute.
- The way to keep your combo going is switching to your infinite ammo ranged weapon and fire that rather them promoting perfect beat dashes. There are benefits to perfect beat dashes but they recommended to swap to the infinite ammo ranged to keep the streak.
- The reloading of the shotgun, which is the only weapon I got, is far less interactive versus BPM. I think full reload is 4 beats but you can hit reload again on the third beat to quicken it, like gears of war. This is a departure from BPM where each beat you have to tap reload again. I much preferred that
- The interaction with the environment and the dash makes it far more awkward than it was in BPM. BPM there is backtracking so not being able to glide around with perfect dashes would have made that game much worse. Not having that here is less of an issue
- The soundtrack and beat clarity in BPM was better but that's wholly subjective. You can call BPM's soundtrack as just less distracting, more in the background, and consequently less unique than metal hellsinger.
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03-08-2024 at 09:00 PM.
LISA: Complete Edition, not LISE.
My 2 cents, Metal Hellsinger is significantly worse than BPM: Bullets Per Minute for combat. The games aren't wholly comparable but just setting expectations. Loved BPM so I thought I'd love Metal Hellsinger. To sum up my complaints I think would be BPM follows in the shoes of crypt of the necrodancer. You are basically forced to do an action (move/attack for crypt, dash/shoot for bpm) on every beat (half beat as well for bpm). It feels tight while Metal Hellsinger is more free flowing and feels significantly less tight of an experience.
- There is no input buffer on changing weapons. There is no benefit for changing weapons on the full beat. It's optimal to be switching in between the beats so naturally, you think hit on beat, swap right after. You can't do that since there is no input buffer for this and you have to wait for the half beat, something with no visual indicator nor natural to perform. Not a huge deal, you only lose "1 beat" worth of time but is just an example of terrible execution
- The glory-kill you can do on some enemies expire right before a full beat rather than right after a full beat. Your brain is geared for full beat glory kill and execute and without keeping a mental timer on your head at that exact time which enemy is going to expire right before that perfect beat, you're not going to do a glory kill. This could easily have been changed to removing the glory-kill glow right after the full beat with coyote time for a good beat timing to still execute.
- The way to keep your combo going is switching to your infinite ammo ranged weapon and fire that rather them promoting perfect beat dashes. There are benefits to perfect beat dashes but they recommended to swap to the infinite ammo ranged to keep the streak.
- The reloading of the shotgun, which is the only weapon I got, is far less interactive versus BPM. I think full reload is 4 beats but you can hit reload again on the third beat to quicken it, like gears of war. This is a departure from BPM where each beat you have to tap reload again. I much preferred that
- The interaction with the environment and the dash makes it far more awkward than it was in BPM. BPM there is backtracking so not being able to glide around with perfect dashes would have made that game much worse. Not having that here is less of an issue
- The soundtrack and beat clarity in BPM was better but that's wholly subjective. You can call BPM's soundtrack as just less distracting, more in the background, and consequently less unique than metal hellsinger.
I really enjoyed Chorus. I don't play a lot of flight shooters, but I completed this one. Your ship gets neat perks that makes combat more strategic and unique than just pitching and chaffing. It also has a decent story.
I can see that. I've never heard of Lisa, but it sounds like a dark adult themed indie that had me at "inspired by super Mario RPG
I played through it a few years ago and collected all the steam achievements. It's a really fun game that you can play through multiple times when you make different story impacting choices and using different support characters. It's a light platformer at some points and then it turns into a turn-based jrpg during fights. The themes of it are pretty dark for many reasons (not gonna spoil anything) but, it's really difficult to find a game to compare it to honestly. I'd recommend anyone to try it out in normal mode.
In case someone does not know, you can adjust the donation allocations. My default one gives charity $0.75 if I donate $15. Rest were going to publishers and Humble platform 😂
I've played Lisa the painful (first part) and really enjoyed it. It's a darker game, battle is turn based kind of like earthbound. The main character has an input system like ff6 blitz system? It is on the harder side so you may have to grind.
Eastward was really good, but it's fairly narrative heavy. It's commonly described as a cross between Zelda and Earthbound, but the combat is not an emphasis and have seen a lot of people turned off because of it.
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My 2 cents, Metal Hellsinger is significantly worse than BPM: Bullets Per Minute for combat. The games aren't wholly comparable but just setting expectations. Loved BPM so I thought I'd love Metal Hellsinger. To sum up my complaints I think would be BPM follows in the shoes of crypt of the necrodancer. You are basically forced to do an action (move/attack for crypt, dash/shoot for bpm) on every beat (half beat as well for bpm). It feels tight while Metal Hellsinger is more free flowing and feels significantly less tight of an experience.
- There is no input buffer on changing weapons. There is no benefit for changing weapons on the full beat. It's optimal to be switching in between the beats so naturally, you think hit on beat, swap right after. You can't do that since there is no input buffer for this and you have to wait for the half beat, something with no visual indicator nor natural to perform. Not a huge deal, you only lose "1 beat" worth of time but is just an example of terrible execution
- The glory-kill you can do on some enemies expire right before a full beat rather than right after a full beat. Your brain is geared for full beat glory kill and execute and without keeping a mental timer on your head at that exact time which enemy is going to expire right before that perfect beat, you're not going to do a glory kill. This could easily have been changed to removing the glory-kill glow right after the full beat with coyote time for a good beat timing to still execute.
- The way to keep your combo going is switching to your infinite ammo ranged weapon and fire that rather them promoting perfect beat dashes. There are benefits to perfect beat dashes but they recommended to swap to the infinite ammo ranged to keep the streak.
- The reloading of the shotgun, which is the only weapon I got, is far less interactive versus BPM. I think full reload is 4 beats but you can hit reload again on the third beat to quicken it, like gears of war. This is a departure from BPM where each beat you have to tap reload again. I much preferred that
- The interaction with the environment and the dash makes it far more awkward than it was in BPM. BPM there is backtracking so not being able to glide around with perfect dashes would have made that game much worse. Not having that here is less of an issue
- The soundtrack and beat clarity in BPM was better but that's wholly subjective. You can call BPM's soundtrack as just less distracting, more in the background, and consequently less unique than metal hellsinger.
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Our community has rated this post as helpful. If you agree, why not thank herbsprovence
My 2 cents, Metal Hellsinger is significantly worse than BPM: Bullets Per Minute for combat. The games aren't wholly comparable but just setting expectations. Loved BPM so I thought I'd love Metal Hellsinger. To sum up my complaints I think would be BPM follows in the shoes of crypt of the necrodancer. You are basically forced to do an action (move/attack for crypt, dash/shoot for bpm) on every beat (half beat as well for bpm). It feels tight while Metal Hellsinger is more free flowing and feels significantly less tight of an experience.
- There is no input buffer on changing weapons. There is no benefit for changing weapons on the full beat. It's optimal to be switching in between the beats so naturally, you think hit on beat, swap right after. You can't do that since there is no input buffer for this and you have to wait for the half beat, something with no visual indicator nor natural to perform. Not a huge deal, you only lose "1 beat" worth of time but is just an example of terrible execution
- The glory-kill you can do on some enemies expire right before a full beat rather than right after a full beat. Your brain is geared for full beat glory kill and execute and without keeping a mental timer on your head at that exact time which enemy is going to expire right before that perfect beat, you're not going to do a glory kill. This could easily have been changed to removing the glory-kill glow right after the full beat with coyote time for a good beat timing to still execute.
- The way to keep your combo going is switching to your infinite ammo ranged weapon and fire that rather them promoting perfect beat dashes. There are benefits to perfect beat dashes but they recommended to swap to the infinite ammo ranged to keep the streak.
- The reloading of the shotgun, which is the only weapon I got, is far less interactive versus BPM. I think full reload is 4 beats but you can hit reload again on the third beat to quicken it, like gears of war. This is a departure from BPM where each beat you have to tap reload again. I much preferred that
- The interaction with the environment and the dash makes it far more awkward than it was in BPM. BPM there is backtracking so not being able to glide around with perfect dashes would have made that game much worse. Not having that here is less of an issue
- The soundtrack and beat clarity in BPM was better but that's wholly subjective. You can call BPM's soundtrack as just less distracting, more in the background, and consequently less unique than metal hellsinger.
The art style is neat on eastward
I played through it a few years ago and collected all the steam achievements. It's a really fun game that you can play through multiple times when you make different story impacting choices and using different support characters. It's a light platformer at some points and then it turns into a turn-based jrpg during fights. The themes of it are pretty dark for many reasons (not gonna spoil anything) but, it's really difficult to find a game to compare it to honestly. I'd recommend anyone to try it out in normal mode.
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If you're interested in trading wanted:dead, I'd trade for a Amazon gift card.
Eastward was really good, but it's fairly narrative heavy. It's commonly described as a cross between Zelda and Earthbound, but the combat is not an emphasis and have seen a lot of people turned off because of it.