It’s reminiscent of deepwoken battle Royale, very fun
I tried it out recently, combat is kinda ass ngl
I would completely disagree
ehhhh? I mean… idk its cool ig but like… could just be another pvp slop…
why be pessimistic
what does PvP slop even mean
stunlock m1 spam
the game is well made but something about it’s ambience feels like a simulator game
it’s parry based so i wouldn’t say stunlock m1 spam
stones are hilariously easy to get
its not exactly doing anything else to differentiate it from any of the other m1 spam/parry games…
I was really excited when I played the tutorial too, then I got into an actual game and the UI just felt like a copy and paste of past games… you spawn in and start sweating PVP, I thought, because of shell being in the name, there would be a lot more things or anything with an actual shell.
Out of curiosity, what do you all think makes a good PvP system? Personally I find momentum and movement based PvP with an emphasis on aiming to be the best.
fast and fun
low skill floor high skill ceiling
parrying with actual impact (not wtf ao has going on)
assuming you mean parrying being more offensive, how would ao do this well? The combat is so ranged based that I don’t really see how this could be done.
plays like deepwoken but worse
it can’t
oh yeah I saw a few things about it during its development
one that requires elements of strategy rather than just muscle memory mashing till you win
It can, actually. Since the game is ranged base, it’d be cool if you could deflect parried attacks back to sender- though this would only apply to ranged moves. Better parrying and blocking SFX would help.
when you say strategy, do you mean debuffs, positional stuff, controling area, or something else entireley?