Each game has some features that attract it. Some try to play themselves with their extremely entertaining gameplay, some with their incredible story, some with new and different mechanics. The games that do all this together are already crowned in the hearts as masterpieces. When Timemelters came to me for a preview, I got my hopes up, at least for its gameplay and mechanics. In 16th-century Scotland, where we control a witch named Teagan, there’s a mixture of very different species. But it’s hard to tell if this mix is good or bad because I’m playing the game at a very early stage, so it’s caused me a little bit of heartburn. Still, I don’t want to be unfair until the full version comes out.
Let Time Run Back!
As soon as we opened the game, the production team immediately gave the warning, “The features you see here will appear later in the game. In time, you will have time to adjust to all the powers.” After teaching the very basics of the training parts, it throws you into an action sequence that is probably in the middle of the game. Let’s put it this way: you’re in a battle to collect the necessary mana energy from the action, ter ter teriary camera angle. Then you enter an area with a bit of tower defense and a bit of real-time strategy, using these meanings in mood with a viewpoint from the top. The most crucial point is the ability to teleport and recline time.
It’s natural to expect time-bending from a game called Timemelters (when it first came out nicely, it was called Wicca). I think timemelters’ greatest achievement is the time-reversal. You can create two different echoes of yourself with this feature, which you currently have three rights to. Let me explain right now. You started the game, you set a teleportation point, you ran over the enemies in waves from the right, you defeated them, then you came to life in the spirit form, and with the spells of fire, you prevented the enemies from coming towards you and died. You’re reborn from the same point, saying, “Oh, time flows back.” However, all these activities you have just done, this time your echo repeats exactly the same as artificial intelligence. And this time you get the opportunity to go after enemies from the left.
Field Marshal Eko Pasha
Usually, after entrusting the two sides of enemies from three sides to the echoes, you have to protect your last life, this time by keeping the enemies away with the power of nature or fire, and by casting spells from a distance, instead of an aggressive policy. Our main character doesn’t have any life bars. When an enemy attacks you, time either flows back and your echo dies painfully again, or if you’re the last one, the game is over. And when I played all this chaos in the middle of the game, I got beat up a lot. I was anxiety-indulged from seeing those freaky creatures in close-ups. Still, I tried to do my best by saying “defeat again, beat better”, but I can’t say that I was completely successful.
I like this eco-system, and the only annoying thing is that if you change the course of time and cut off the creatures that kill your echo sooner, your echo doesn’t know what to do, so it’s ridiculous. Already, how long both echoes will live and what they do is shown in the upper left corner of the screen. The game at some point expects you to make a general of the battlefield and stop the whole army with 3 people, and that’s a really hard job. Although the full version of the game will feature the ability to develop powers, as it stands, it is almost impossible to pass a task the first time.
A release date has not yet been announced on the Steam page. There are places that are done very well for a game that is developing quite early, and the parts that make you nervous. It’s not right to rate Timemelters in a preliminary review. However, if the game delivers the mechanics it promises in full efficiency, we will have a very fun and different type of game. Based on strategic thinking in general, Timemelters will not be an interesting game for those who expect pure action. You have to be as tired as your wrist to stop enemies coming in waves. The unique atmosphere of the 16th century and the institution of witchcraft are also details that make the game different. See you in many games where witches are hunters, not prey.
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