2.0 hours played
Written 8 days ago
12 is Better Than 6 is a clearly unfinished prototypal game rife with enough bugs it makes the gameplay a frustrating experience, rather then streamlined as the author intended.
Many mechanics trip over themselves, with gameplay getting in the way of itself. It's described as a stealth oriented shooter, but often forces you to shoot your way out.
It's incredibly frustrating to manually slowly 'load' each shot versus aimbot rapid fire enemies. This occurs even on the first level, despite the player still figuring out the controls. There's no difficulty curve: enemies at the beginning are just as hard as enemies later on. Everyone is Clint Eastwood.
Restarting is an unpleasant experience: the game often sticks you where you get shot immediately, followed by a laggy death screen where it's not clear when you should click. Rapidly mashing to try to skip sooner will often cause your weapon to fire on respawn, causing enemy hordes to descend and kill you once again. It's a vicious cycle.
The game often complains you need to [steam censors: another word for a male chicken] cock your gun, but ignores any attempts to signal to the game that is what you're trying to do. Right click? Hold right click? Right click then left click? Both left and right click? Double-right click? Whichever way you're doing it: it's still wrong. Please cock your gun before firing. Seems an arbitrary cooldown timer is in-place; unfair compared to rapid fire AI machine gunning bullets at you.
Precision gameplay is punished too. Bullets wildly miss at close range; meanwhile the AI can snipe you from off-screen. How am I supposed to be stealthy if you spawn me in-front of enemies, don't let me snipe accurately, and make my knife worthless except in weird niche scenarios of stabbing sleeping men. Sleeping men stabber simulator is not what I paid for. Instant pivoting AI with instant reactions doesn't help.
Inconsistent physics will also leave players frustrated. A perfectly flat table will, somehow, stop bullets (apparently shooting over or under the table isn't a thing here?). Meanwhile doors don't stop anything. Dynamite will explode instantly if you throw it too close, but if you throw it carefully it'll... not go off instantly, and the AI will swarm you. Stealthily blow my enemies up? What?
Bugs:
- Attempting to exit using Esc during death screen will ignore exit, reload the level with broken audio
- Grammatical errors in native English speakers (I'm overlooking non-English speakers as a quirk of their unfamiliarity; but if they're errors too, fix them)
- Premature prompting of objectives. one scene you enter a town and it says "find dynamite to blow up bars", but the actual objective is to speak with a Priest in a church before you have to shoot your way out; the dynamite isn't relevant until the next section. The wording of the objective is also pretty bad; I had assumed it meant to blow up some drinking bars in relation to the Priest (as if warring on drunkeness), but it meant to blow up some *prison* bars. The "prison bars" were not clearly marked, and it's possible to waste all 3 sticks of dynamite and soft-lock the level. Needs an infinite dynamite spawn and a rewording of the objective.
- Bullets from enemies can rarely randomly penetrate objects they shouldn't be able to (such as rocks and walls). It isn't clear why.
- You can simultaneously reload, cock and fire a revolver (mash R + left + right click), which seems to violate the principle of realism the game is going for
- Due to the game's obsession with spawning you in-front of active enemies, it is possible to become softlocked (insufficient ammo in gun + instant firing enemies = unwinnable). Game should preferably either not spawn you immediately in front of active enemies, or give you a minimum ammo/gun loadout in the event a softlock condition is detected.
UI flaws
- There's no restart option in the menu
- The game will often complain about the player not performing a specific behaviour (E.G. 'cock gun before firing') but never mentions the buttons or sequences required to perform that action, making it unhelpful (better message: 'Press [Button] to cock gun').
- How saving works in the game is never explained (it isn't clear, for example, if it saves your inventory from the previous level or starts afresh when reloading an Act)
- Death screen should show a message saying 'press any key to restart' once loading is finished, or preferably, the game loading times should be optimised such that you can just instantly restart upon death. If you're going to kill me within a second, let me at least restart quickly so I can keep retrying.
- Death screen only continues from left mouse click, which isn't ideal as that's the firing button. *Any* button (besides Esc) should advance the screen, not just the firing button.
- Game lacks visual cues on awareness levels. Sometimes the AI can spot me across the screen, other times it can't see me walking in-front. It makes it difficult to know what I can actually stealth!
Gameplay balance issues:
- AI can shoot the player from off-screen with much greater accuracy than the guns should allow.
- The player can graze shots on the AI, but any hitting shots from the AI will always instantly kill
- If the AI uses a knife for a frontal assault, it instantly kills, but if the player does the same, it requires multiple stabs
- There's no difficulty scale; the enemies in the early levels shoot just as well as the enemies in the later levels, and even more paradoxically, the game introduces the knife stabbing enemy later on, when it feels like they should have been a slower, earlier level enemy to give new players a chance to adjust
- AI behaviour lacks variety; they all rush down and attack once they detect the player or hear a sound. Why aren't there more cautious folks who try to hide and snipe? Or knife guys who hide behind objects until you get close enough or that wait until your back is turned before trying to stab you?
- Needs tweaks on accuracy. Don't make every enemy a rapid fire aimbot. Either slow firing but accurate enemies, or wild firing but horribly inaccurate enemies. Save the fast and accurate for bosses.
- Why can drunkards rapid fire with precision but the sober player can't?
Game feels... incomplete. Unpolished. At the discount sale price of .69p, it's fine, but the full price isn't justified for something with glaring bugs that should have been caught via basic beta testing.