3e71006c1272cb24ae82aff894b1928685f69a5a08886423a3b65faabc00bc22

3e71006c1272cb24ae82aff894b1928685f69a5a08886423a3b65faabc00bc22
overall_rating 3.538461538461538 26

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Strange proggression. Not for everyone, but intriguing.

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Also a mixed bag for me. Near the beginning I was a little confused because it seemed like there were so many different avenues I could go down at once. Some would be dead ends (for now) and some would end with buttons that I hit, no sure what they did. Eventually I started to get a feel for the layout and I was having fun with it, until near the end. Like some others have said, the ammo seems a bit tight. In the final room, when two shamblers, a vore, two fiends, some spawns, and a shit ton of scrags all appear, I was totally over it. Glad the exit was right there, cause if it wasn’t, I probably would’ve just quit anyway.

I don’t mind that the level design is abstract, I think its more important that a level play well than look like a place that could actually exist. This layout, though, didn’t often naturally flow or lead me to where I should go. A lot of going back to previously locked areas asking “Maybe this is open now?”

Still a decent time though, and a lot of work clearly went into it. Probably better for players who like a challenge more than I do. Giving it a 3.

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