Hands-on with Anime-Inspired Rogue-like Game Starlight Re:Volvers

Ever wondered what would happen if you took it Sailor Moon,,,,, The rider is hereand Havesthrow them into the blender and cover the result with hot neon paint? OK, don’t want to know anymore. The answer is Starlight Reply: Volver.
Recently, I was able to spend hours playing a beta-test version of the upcoming Coop isometric Logue-Lite Starlight Reply: Volver. From before CapcomWayforward and Riot Developers, the first thing that attracts anyone’s eyes is art style. The game uses an incredibly vibrant color palette, with pink and green free to use both character design and environment. It also has a distinct anime aesthetic, not deep in the skin. A character, Effy has an animation conversion sequence, which is the Sailor Moon. Meanwhile, another character, Ren, has similar The rider is here– Inspiration for one. There is a clear love for classic anime and Tokusatsu performance, which gives the speech a lovely quality.
But while visual design has always been a win, the gameplay (at least during this game testing) has some hits and misses. To be clear, I’m not a newbie when it comes to rogues similar to equidistant (I’ve invested 140 hours had 2 And the game has not been eliminated yet). I also know that games like this have been tweaked, rebalancing and constantly improving until the final version. I’ve solved many problems before it came out.

Starlight Reply: Volver Very follow Haves and similar games. You enter the dungeon, defeat all enemies in the room, and receive rewards, usually improving your character in one way or another in three options. You then select the next room based on the reward prediction and repeat the process until you reach the boss. In the process, you collect certain resources that make it easier for metaprocess forms.
If I’m trying the game test version of the game, there’s only one possible dungeon. It has a 25-room chain, then a boss. Among possible room rewards include money, shops, new equipment special attacks, a way to power the above attacks, general statistics upgrades, HP rehabilitation and resurrection feathers, allowing you to bring back a fallen teammate, which makes us the set thing Starlight Reply: Volver Among other similar games.

Starlight Reply: Volver In the dungeon is a four-person chicken coop game. Each player selects one of several possible characters, three of which can be used for playback tests. These characters look different and play differently. Ren has a medium-speed sword, and his dodge is fast. Effy’s hammer is slow and hammer, and her Dodge has a sprint (she rides on the hammer). Finally, Kira uses guns for ranged attacks, while her Dodge is a small part of the effect attack. Each of them has many possible special attacks that can be unlocked throughout the run, which makes each character feel unique when playing.
Although the core of the game is solid, many small problems pile up. First, while there is controller support, not all buttons are mapped (or tagged) correctly and I can’t map them manually. This means switching back to the mouse and keyboard to perform certain actions, sometimes even actions in combat.
https://www.youtube.com/watch?v=z8dankWv1ty
Next is the issue of information overload. Throughout the process, I had to track my statistics, skills, several different currencies and discarded items. In dungeon shops, there are usually a dozen or more options that can be passed (there is currently no icon to indicate what type of power they are, even temporary, or even what general effect they have). Worse, because it’s a chicken coop game, I feel like I’ve been lifting everyone else up if I’ve sat there reading every project description or spent a little time reviewing my build.
Also, as a chicken coop game, you will also be whimsical about most people. The choice of each next door room is voted by all four players. You may need to increase the stats for the build, while another player may need new/better special attacks. One of you will feel frustrated when you lose your vote. Repeat 25 rooms (to be honest, it feels too long) and things may get a little bit worse.
The last point I want to talk about is more important than complaints. When I was in Japan, there were only servers in the United States for game testing. (It can be clearly stated that other servers around the world will be available at release.) This allows me to play games as someone with a suboptimal internet connection. (My pings often exceed 200.) For fast-paced Roguelike, a two to three millisecond lag can also be eternal. Although it’s still playable, I had to play things very safely, avoiding the moment I saw the start of the enemy attack animation. My only real problem is the boss, and while the boss itself is very interesting, it has a “bullet hell” style attack that requires precise movement and timing.

I should also mention that the game’s promotional material talks about the focus on the social aspects of the game, a hub world between dungeon diving where you can interact with other players in fun ways. For Play Test, the hub is a large empty graph. You can fish, make some upgrades, interact with some objects and chat with other players, but there is nothing else to do, although it’s obvious that there’s more to work in the area.
Finally, I and Starlight Reply: Volver Let me believe this is a game that will survive or die based on early access time. With the continuous adjustment of gameplay, improvements in UI, and attention to player feedback, this game may become special. The style and core gameplay are there; the rest is to build on them and then polish, polish, polish.