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Broventure: The Wild Co-opBroventure: The Wild Co-op
Good overall vampire-like with crafting. Haven't checked the multiplayer as i have no friends.
8 votes funny
Good overall vampire-like with crafting. Haven't checked the multiplayer as i have no friends.
8 votes funny
I like it but why is it called Broventure when all the characters are well-known lesbian archetypes?
4 votes funny
Progress ain´t shared, for a Game that´s advertising so much with coop and play with friends, that´s total BS! Could´ve atleast given the ressources you and your friends earned during a session, towards your own save when you leave their world. Can´t recommend multiplayer as for right now, unless you´re down to loose all progress whenever the host of the world decides to stop playing. Aside from that, price fits for what you get, decently fun but very Basic in most regards.
3 votes funny
I really wanted to like this one. The game has a cute art style. But it is also crazy unbalanced. Which is worst, when you are playing in co-op. On top it has a host only progression. Base building is quite bare bones. Score: 6/10 dead wood sticks.
1 votes funny
I wish there was a neutral option here. For the price, it's decent, and fun in short bursts, and it has a cute art style. But...it needs a serious balance pass. Why does the sarbakan do SO much more damage than anything else? Weapons seem really unbalanced, and variations of them are just a handful of elemental types. There are very few weapon combinations, and no way to banish a weapon either so you might get totally screwed because it keeps throwing a turret at you over and over. Also, for a game that is pushed as co-op, why is it host only progression? It would be nice if you could at least retain the currency you earn in multiplayer. The scaling in co-op is also slightly overtuned, making it a real struggle. Does it scale per player? I have no idea, because I can't find info in the game about it! Oh, and you cannot skip the intro movie. Like just...why. What compelled the devs to make it unskippable? I don't want to watch this every single time I load the game.
1 votes funny
This games whole deal is that by getting three specific weapons that form a combo, they will combine into a more powerful, legendary version. You can also build yourself to deal a specific type of damage or specific element, and then go for those weapons to go with your build. On paper, this is great and neat. This developers implementation of it though is laughably pathetic. The RNG on weapons is so horrendous you will never be able to build a combo weapon, ever. You'll be lucky to even get the weapons that go with your build. There is no form of bad luck protection or item locking at all, so you can just never see the weapons you want, or sometimes never even see weapons at all. This game would be good if the bad RNG wasn't holding it back. You're already copying everything else from vampire survivors, why not just copy the ability to lock items too?
1 votes funny
one of the best co-op game out there currently imo. great gameplay loop, amazing lvl design, and soundtracks to match. i would encourage everyone to give it a try.
1 votes funny
Unplayable in multiplayer, desyncs and lags way too much.
1 votes funny
I want to like this game. But I am frustrated with it. I say this as someone with little technical and programming knowledge, but I find this game's implementations and coding to be in the range of quality from questionable to horrendous. The major standout problem to me is the online multiplayer optimization. While playing online with other friends, my game experiences abundant lag. In the beginning of a run, it can just be enemies or projectiles mildly zipping around, maybe some attacks that look like they should hit but don't, or at least don't visually register it. But as a run progresses, the lag makes it so hard to believe that anything I'm doing even matters. Enemies and player projectiles alike barely even look like they're moving; instead, they're teleporting all over the place. Attacks also consistently fail to synchronize with their effects on damaging the enemies, so my attacks look absolutely disconnected from the enemies actually being damaged. My friend who was hosting multiplayer thought I was having problems with lag due to distance (we live in different states), but now that I'm on vacation and actually in the same physical room with them, the issues are no different than before. These issues can happen not only to the clients but also the host, the one running a game. It got so bad, in fact, that my host friend said that their projectiles (playing as the raccoon character) seemed to be getting deleted and not damaging enemies at all. The weapon evolution system is kind of neat, but the total number of combinations is quite limited and does not represent all the weapon types. It's also relatively short and shallow; nothing new gets unlocked after beating the final boss (that I've noticed) beyond higher difficulties for the final stage. The level up reward system also seems weirdly skewed. It seems that, in any given run, some selection of the weapons get offered too often, and other weapons just do not get offered at all. This really hurts when a player is banking on getting a certain evolution and got the first two types for it but never sees a candidate for the third offered. I think there is something in place that determines only a certain selection of weapons to be offered in a certain run. Whether or not this is the case, a mechanic that allows a player to banish a weapon/upgrade from being offered in future levelups for that run could be nice. I like some of the character designs and find some of the music catchy. The gameplay loop is alright enough, and (in terms of lag) it runs perfectly fine in single player. But... this is Broventure: The Wild Co-op. The game blatantly advertises itself as being co-op focused, with a few mechanics exclusive to multiplayer, but it can hardly maintain performance in co-op. It's a better single-player game, which is really sad and contradictory to its advertising. That is my main complaint; the other grievances are minor in comparison. I will enjoy this game much better if the online multiplayer performance was improved. It could be a genuinely fun experience with multiple people. Yet, as it is now, I just find it a genuinely frustrating experience.
1 votes funny
Boring... no real point to resources
1 votes funny
People complaining about lack of progress on co-op seem to have entirely forgotten how this game's inspirations worked. If you want solo progress, play solo. It doesn't take long to progress. Not a big grind. That said, recommend. Fun little game for just a few dollars.
1 votes funny
Awesome fun! Really well thought out systems :)
1 votes funny
If you play it solo and you are looking for a bit of grind on top of a bullethell game then you might like this one. The hitboxes are crap though. If you are intrested in this game because of the coop part then this game suxx because only the host makes progress and the the ppl you play with have to redo everything. I simply dislike games that can't get coop basics right and call themself coop.
1 votes funny
10/10 Great game to play with a buddy and can literally play for hours!!!!! Only $ 4.99 also!!!! Edit: Buddy and I just beat this game and are you kidding me?? This game was really only $4.99, I would have paid doubled the price honestly. Please work out some additional DLC for this game!!!!
1 votes funny
The game is pretty fun, a decent spin on the bullet heaven style games. It has a game play that incorporates farming and hunting for materials that you can use to build meta progressive armor, and unlock characters. The game itself is very grindy, but some decent art. Calling this game a base builder though, it's a bit disingenuous. It's basically meta progression, but instead of slapping it in some UI like a book, you just placed it in a static location. Base building means customization, furnishing, etc. None of those exist, hence why it's misleading. So why the negative review? It's because in its current state I can't recommend the game to others. If these issues were addressed to truly improve the advertised "co-op" in this bullet heaven game, it needs improvements in a lot of departments. Maybe if the game adds more QOL and improvement I'll feel stronger that I could recommend this game. But I rather not invite friends to play a game lacking severe QOL that creates a frustrating experience. 1) Save progression is tied purely to the host, it's per only host profile. Meaning if you play with friends, they get no progression. There are TONS of games that have this figured out already: spell brigade, ember knights, vellum, etc. It should be tied to the individual, everyone should get a copy of the materials/reward, and the host dictates what world/unlocks is given. But all personal meta progressions should be tied to the individual player. 2) Going further, meta progression on stats and equipments is shared resource pool, and not unique to each player. This means you cannot properly diversify your stats as if someone wants to upgrade movement, it uses the same resource you need to upgrade another stat. This is absolutely god awful, why is this designed this way? Here's how they kick you down. Equipment unlocks are same pool and again same problem, but you can individually diversify what you actually equip. If this can be done, why is this same principle not applied everywhere else? 3) The scaling of the game is absolutely horrendous. You start extremely weak, and the first miniboss will outpace and kill you almost immediately. There's no proper scaling with a lot of different enemies. They either move too fast, or they have gimmicks that does too much damage. Good example are the mages in the desert level, they spawn an insane amount of projectiles. Game pauses when you pick your upgrade, and once its over, those projectiles can and will still hit you. No i-frames, you can just die immediately if you were busy rerolling or reading abilities and forget you have 20+ projectiles waiting to hit you. The whole point of scaling is creating a fun experience with difficult from start to end, and this is where it's lacking. There needs to be better balance. Why is the 1st miniboss significantly harder then the latters? Move them around or something, doesn't matter, just make it more fun 4) Hitboxes are atrocious. Your hitbox is significantly too big, you can't weave through enemies. You will get cleaved and hit from miles away and it feels absolutely awful. The ability to "thread the needle", or make outplays is severely limited because the hitboxes are incredibly inconsistent. Fixing this should be a top priority to really improve gameplay. It's a shame because there is some shiny parts to this game that, with proper fixes and QOL, could really make the game shine. It's almost there, but its missing the fundamentals and foundations to truly making the game better. I hope that in the future the game improves.
1 votes funny
i dislike the lvl card choices being put together co-op. It should be individual cards only
1 votes funny
this game uses more CPU than any game i played before, 75% usage and i have a end game pc btw
1 votes funny
This is probably one of the best Co-op bullet heaven the market has to offer.
1 votes funny

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