Bendy's Nightmare Run quick first impressions

Game's been out for 30 minutes but I noticed some things immediately from play. Don't consider this a comprehensive post considering I played Chester Act 1 twice

Good stuff:

- You can easily download Nightmare Run again, and for the most part it's identical to BINR at the time of delisting

- The new art (title screen, episodes, and bacon soup icon) are cool though they do clash with the rest of the untouched assets which are currently missing the piss shading, though I imagine they'll be updated as time goes on. Notably the episode logos have also been changed and they all use the standard Bendy logo now

- You immediately start with a magnet, shield and bomb

- The game no longer tries to sell you merch upon startup

- The game will get future support including improvements and new content

Bad stuff:

- An energy system has been introduced in the form of tickets, with one used when you start an act. You can have six at once and one recharges every 30 minutes

- I can't directly prove this but I think this runs worse than the original? I'm on a Sony Xperia III so not that old of a phone and, from my quick guess, the original version (which I've still got installed) runs at 60 FPS while this one runs at I guess 30 FPS? It's not unplayable but it definitely feels not as smooth in comparison considering the game looks identical to the original

- A premium currency has been introduced in the form of Ink but tbf it's a mobile game so makes sense, at least you can get five ink for free (you start with 10) every 12 hours in exchange for watching an ad

Overall I'll have to play more to make a definitive judgement cause there might be further differences, but so far it is a version of Nightmare Run that you don't need to go to a shady site to acquire, and I'm sure most people here will be happy with that, though I do think some of bad stuff is weird considering they aren't in the original

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u/Weedenheimer — 14 hours ago
▲ 47 r/Doom

Interesting thing seen in Revelations trailer at around 1:50

At around 1:50 in the trailer you can see the Slayer's wearing what's clearly the Praetor Suit, which combined with the shot at the end confirms we're seeing the Wretch

u/Weedenheimer — 2 months ago

Feedback (and miniscule nitpicks) after 70 hours

I've played the game for a bit so far and have recently "finished" it (did the labyrinth) even if I know I've got more to do (torments and the Irongate Vault), so I think I've had enough time for me to formulate my thoughts and point out some things I'd personally change. And by that I mean I've got one actual thing about the stats display and then me being nitpicky over how Surges and Madness are presented (not all my thoughts but the post is big as is). To help illustrate I made some shitty mockups of what I'm talking about in paint.net

Stats popup mockup (may not be accurate on how the beads and arcana are added on but hopefully gets the point across)

First off, the stats menu, which is decent sure but doesn't tell the whole story, especially with stats like health and stamina which I'm pretty sure only show the base value from one of the six stats and don't account for beads or arcana.

Surge mockup. To explain the ammo indicator, for surges that do an infinite something I think they could glow orange like the surge effect does, because right now it's just an infinite symbol that constantly fades in and out. In practice the HUD obviously wouldn't be covered

Now onto Surges. In actual effect they're powerful but they don't really feel like it, with the only indicator you have one is a message on the bottom of the screen (aside from the effect that occurs when you pick one up), so I think some additional effects would help make them feel more powerful. When I made this mockup (and the one below) I tried to be unobtrusive (so that other effects like ailments can still be seen) while making it more present.

Madness idea. The black squiggles are supposed to be like veins but they look pretty shit I admit. As with the Surge mockup the HUD obviously wouldn't be obscured by the effect

The twitching UI for Madness is cool as fuck, but it's limited only to the Madness bar itself. Applying this to the rest of the HUD alongside maybe another effect might sell the whole losing your mind idea better without too much of a gameplay impact, especially since the only thing Madness does gameplay wise is slowly drain your health

hopefully I formatted this correctly lol, I don't make posts on reddit a lot let alone use new reddit (I primarily use the old design) so maybe something's appeared fucked

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u/Weedenheimer — 3 months ago