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tyreforhyre

it's surprising to me how fast and far i slid off of ULTRAKILL. everything screams that it should be incredibly my style, robot in hell doing big murders on the souls of humans with stylish trickshot quake shit. it has a great presentation, high skill ceiling, and also it feels like the flimsiest threadbare excuse to string arenas together with guns that equate to hotkey skills with a cooldown. you are aiming for score, and the stakes have never felt more rock bottom in part of it. i guess i just want the feast and famine, i -want- the ammo to dictate partially what the encounter is going to be, a gentle nudge from a knowing eye that says 'you certainly can't rocket every imp here'. im really happy it's popular, i want people playing fast and furious FPS but christ i do not enjoy ULTRAKILL.


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in reply to @tyreforhyre's post:

the lost of carefully curated ammo reserves just leaves every fight as a series of "do the cool cod noscopes the entire time, don't miss" it's sick as hell to hit all your rails one after the other when the real consequence of missing is you now have one less for the rest of the encounter. every fight in ULTRAKILL feels like a flow of oatmeal, every beat should feel like a climax but it wants you to perform an entire rhythm game's worth of key presses constantly. i have a game for this and it's called Bullets Per Minute and despite being a malformed unbalanced mess with prefab arena encounters somehow stays more engaging.