Seems our boy
Dhaze got some competition from good ol' Matt Barton.
He's given Mechajammer a try, clocking in at over 2 hours...
"I think there's a lot more positive here than negative," he says at the 2:18:57 mark. Play some more, monsieur Barton, play some more...
The only thing I saw if this game was the first hour of Matt's video. It looks interesting. Makes me wonder if it's as shit as people say.
It really is. It really, really, really,
really is. In thirty years of playing, only a mere handful of games made me regret even looking at them with interest—and Mechajammer sits at the top, forever enthroned in horridness.
Look on youtube. The game has been out for over six months, yet to this day there's still not a single full playthrough of the game available on Youtube. Incredibly, my short videos—bathed in bile and rancor—are still the only ones showing bits of the game beyond what is basically the tutorial portion. Beyond that? Beyond that people stop playing the game because once you dig deeper than a couple of hours, the stench of rot invades your nostrils.
I'll provide a short list of issues (there are many, many more). Do note that a high number of these have been noted as 'fixed' in previous patches, sometimes repeatedly, yet are still there in the game.
– A profound misunderstanding of basic maths serves as foundation for the character's progress and combat; and if you wonder "How can someone code a whole game yet be bad at math?" in disbelief, trust me, it confounds everyone who learns of it.
– Braindead A.I.
– Items disappear from your inventory at random, often for good.
– Items reappear in your inventory, often erasing other items or superimposed on these making them forever uninteractable.
– Items (especially ammo stacks) duplicate themselves in your inventory, and are sometimes usable, but sometimes not, and sometimes disappear, but sometimes don't.
– Inventory randomly reorganizes itself, leading to more bugs, more uninteractable items clogging your already small inventory.
– Equipping or unequipping a helmet loads or unloads your gun (I'm not even fucking kidding)
– Some items have the wrong flag; want to wear your dog tags while wielding a spear, well you can't, because the dog tags are flagged as a shield for some reason
– Throwing a grenade on the ground causes it to explode, which is normal; but throwing a grenade straight into an enemy's face causes it to not explode, and rather inflict something like 1d3 damage.
– NPCs who are supposed to be there, are not.
– Named NPCs you can hire can duplicate themselves, being simultaneously in your party
and where you can recruit them; and you can recruit them again and again and again, ad nauseam.
– Some doorways, though wide open and unobstructed, are impassable one way but not the other.
– Likewise, the game is extremely confused in some areas with different heights, as it lets you go down a flight of stairs but not go back up.
– Factions randomly become hostile towards you, sometimes a literal second after they've given you an assignement to gain their loyalty (I have been assured this is not a bug, but a feature—and it is retarded beyond belief)
– Factions loyal to you can be called upon for reinforcements; but doing so can spawn in guys from another faction, even one not loyal to you, or even from a faction you've not even encountered yet
– Enemies become glitched, and are painted in one or two flat colors.
– Sneaking around in shadows is supposed to be a big part of the gameplay, but areas of shadows and light are so poorly and wrongly delineated and communicated to the player it is laughable (look at
this wonderful example: I'm the rightmost character, crouching with a spear, and I'm in the shadows despite clearly being in the light and periodically illumined by the lighthouse, and so are three out of four enemies)
– You can become stuck in multiple places, forever unable to get out of, say, a sewer or a hacker's den.
– You can enter certain places and be spawned in an entirely different, unrelated place.
– Breaking a crate or a wall causes pieces of it to shatter and fly in all direction, which is normal; but this somehow remains in the game's memory so that subsequent attacks—even five miles away against an enemy—will cause the same effect to take occur at some random place on the screen (this has supposedly been 'fixed' in a couple of patches, yet still happens constantly)
– The simple act of traversing the city and its surroundings quickly becomes infuriating, as the controls tend to simply not respond to your inputs; you can click as much as you want, but sometimes the game will completely ignore those clicks.
– You can jump through windows; but sometimes the game won't let you do that.
– You can jump from heights; but sometimes the game won't let you do that.
– Small areas (a few meters wide) randomly become un-walkable before becoming walkable anew; sometimes you are forced to jump your way through such areas.
All of this, the devs know. All of it. Everything has been reported numerous times. At the end of March they pushed the Refracted Update. It "finishes our roadmap and aims to bring you the complete Mechajammer experience," and "We expect this to be the last major update to Mechajammer," they said. Now, two and half months after the Refracted Update, all the bugs remain—and at best the game feels like a pre-alpha version.
The music is fantastic, and there's a nice puzzle to be solved. After playing it to completion, these two are the only good things I can say about the game.
No, dont buy this game. If you have twenty bucks burning a hole in your pocket, go hire an AIDS-riddled prostitute who will freak the fuck out and stab you with a rusty shiv; that's a better way to spend your money.