
John Hopson
I don't know how this plays on PC, but the mobile controls are clunky and the performance is awful. The game is capped at 30fps, and it occasionally dips to the lower 20's, even on a Galaxy S23+. The game uses generic Synty low poly assets, and the maps are mostly empty, so the game is just horribly optimized. The movement/character turning is painfully slow, so dodge rolling in the correct direction after attacking is unreliable. Skill targeting also feels bad. Plays like a student project.
4 Hands Games
December 30, 2024
Thank you for your feedback. We are already working on improved controls. The update will be released in January. The new version 0.2.1.0 fixes the performance problem and offers additional options so that it runs smoothly even on weaker devices. Best, Oliver

Torchlight
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Some players are obviously finding a way to deal with things as they are and make a go of it ... but I'm done. It's the targeting of skills, be it mage or anything ... it's 50/50 if it goes in the right direction. "Just one more blast and it's dead!"... 3 casts later, one hits, 2 went into the nearby crates ... and I'm dead. It's not playing skill nor stats. Like trying to find the best way to mow your lawn with a half busted lawnmower... the thrill of trying to game-the-game.

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-- ARRPG dungeon crawler & dungeon builder. Overall needs rethinking design & a lot of polish. -- Idea's great, but execution's poor. Game controls clumsily, autotarget constantly fails & skills outright don't hit the enemy despite landing on their model. -- Building dungeons is a highlight, but cumbersome. Every monster must be placed and leveled 1 at a time. Most players don't bother changing the level one default dungeon. Some spam empty rooms to frustrate attackers. Needs more limits.