Showing posts with label The Swords of Ditto. Show all posts
Showing posts with label The Swords of Ditto. Show all posts

Tuesday, 14 August 2018

The Swords of Ditto....


I like the look and sound of the game, but even after all this time with it's multiple updates (version history); I still can't get into playing The Swords of Ditto. Even after reading details online I haven't been able to shift my perspective. 

My perspective tells me that the visuals are amazing.


The sounds and music are as well.


For me there is a disconnect between the sword and the sword bearer. The character is temporary but the sword remains, yet there is more characterisation on the characters rather than the sword. Soulcalibur could have taught a lesson or two here. But the implementation of it's rogue-like elements, specifically the time limit on each character that holds the sword; It's that that kills exploration and discovery, for me. Even on a casual relaxed run.
A longer game with more meaning is the game I think I wanted from it. I could waffle on trying to explain it. All in all it's a game that hasn't clicked with me on launch or now month's later with all it's patches. I'd hoped that keeping this game on the back burner would make it age well, patches on patches etc. But I think I'll be uninstalling it and moving on.

Sunday, 29 April 2018

Swords of Ditto....

I'm feeling conflicted about the game. 

It's a good game but it is flawed(imho) by grind.

It's arty cute both in looks(U.I. and all) and sound. It feels good to play, whacking away with a sword, swiping your torch at anything that will burn and especially the red laser pointer for your ranged weapons all feel satisfying.


While I can 'get' why they have the game mechanics be the way they are; It's also a mechanic that kills the game for me(us). Even playing it co-op as we intended there is still a level of frustration in the grind that only grows as the game goes on. 

If your hero(s) dies, a 100 years pass and the world map changes which can be interesting depending on the random map generation. The next 'hero' you wake up as keeps the previous experience level and experience earned, as well as their coins. It's a cycle that can get old fast if you keep getting killed. But the co-op hug revive is hilarious.

We got some enjoyment, certainly  €14 worth out of the game. For us there is a lacking longterm content that feels fun... As it is, it's overwhelming feeling is that of a shallow grind. Coins, gear, XP, boss fight.
The dungeon mechanics are a saving grace but again there is a lot of repetition (move block, kill mob, pull block, ranged switch pull etc etc.). It's all a lot more fun with a second person but even that doesn't prolong the game's fun factor before the real grind kicks in. 

I'm sure that the progression as is, is great for some players; It's just not clicked with us.
I can't put my finger on it, maybe it's the throwaway characters, a lack continuity beyond the sword. 

If it ever gets some form of  reworked/patched content it may be reinstalled in the future..... 

Wednesday, 25 April 2018

The Swords of Ditto....


The Swords of Ditto released today(24th), I'd been looking at it as an option to do co-op with my wife. It's a game that in reality is even more cute visually as well as it's sound effects and music. All combine in an overload of atmosphere!

Co-op is "local" co-op so that means you either share a keyboard or use controllers (xbox/ps). I've not shared a keyboard with a second player since the early 90's! Today for me and my other half that worked out with me on an xbox controller and my wife with the keyboard and mouse.

Getting the game into a co-op mode on a keyboard is done with one key - backspace. It took a more than a while to figure that out... Co-op isn't a menu option.

Getting into the game, rebinding the keys is a must. Both player keys are set across the keyboard. If you are to use just the keyboard, it will lead to a lot of friction... That can be fun/funny but when the action gets heated and a slipped finger hits a key that sends the other player rolling off the map one time too many...

Or avoid all that and have both players use controllers....

It's a fun game, the actions of the characters as well as the interactions as players in a shared space both in and out of game makes for great fun moments. I can see us playing this game on and off for a while...


Monday, 2 April 2018

The Swords of Ditto....


A game I haven't see or heard of before caught my attention as I scrolled through the gog.com store.


It looks cartoony cute and fun but what was the most interesting part for me, was that it's also a co-op game. A style of game in co-op that both myself and my wife could get into. Our expectations on the next WoW expansion isn't promising for joint gameplay. Maybe TSoD could be a filler until something else WoW'ish turns up (or WoW changes our minds).