MindXcope is a surreal VR rogue-lite action game. Enter “MindXcope”, a bizarre world originates from people's daily struggles, to embark on an exciting and unexpected adventure. Gain your weapons and upgrade your skills, hack and slash your way through scenes symbolizing dilemmas and nightmares, and eliminate your inner demons! Uncover the hidden secrets of MindXcope with each challenge.
Mindxcope. While a very fun game especially for a demo I found a bug which is when you get into o a new room if you wait to long the enemies will crowd around you and you won’t be able to move. I also found blocking attacks a bit to hard but I’m probably just bad. As well the decapitation thing for the spider kept not working.
Off to a good start - has room to grow. For an early development version of a game, this one is pretty well fleshed out with intuitive controls, a cool Borderlands-like cell shaded look, and some fun action.
That said, there are a few things I’d like to see them put some attention on:
• Blocking seems to be finicky. I get the concept - blade comes down you out yours horizontal to block, comes from side, put yours vertical but even when I do that, a good percentage of the time it doesn’t block. I don’t know if that’s because it requires a degree of precision I’m not attaining (in which case I’d say loosen up that zone) or they haven’t quite perfected the registering of that action.
• Gameplay gets repetitive. I think this could be saved by adding a little more variety in the type of enemies and by maybe incorporating tasks into levels that make them a little more unique beyond just the layout.
Having said that, I like that it’s a very physical game. You move around a lot more than I expected to in playing and they definitely have the immersion idea down.
I think this has potential to be a great game on the Quest and look forward to watching for future development of it.
Has potential, but needs some work. The game has some good and fun base mechanics, the dodging and parrying is entertaining however I think the game's story is a little weird and I wish there was some weight to your sword. However I believe that with time it will improve and it absolutely has the capacity to become a great fun game.
Fun game, needs polish. Overall, it was a fun rogue-lite experience. Getting to the final level took a few attempts. The weapons and power-ups are pretty easy to figure out and varied. I found luck with sword and board playstyle.
The concept is cool. I have never thought of a game with an idea like this one. Fighting your daily struggles like time, money, consumerism, and 9 to 5 robot work culture. However, playing the concept disappears into a sea of random objects, numbers, and letters. The enemies are fun to fight, though repetitive, and I didn't quite understand some of the enemies' correlation to the concept. If fleshed out right, this can be an awesome game. The final boss was fun, and hitting perfect parry timing on enemies was gratifying.
Having more varied levels, with more clear-cut themes would help. Labels are needed to clearly define what the portals do. It looked like each side was the same map but reversed? The challenge level was fun, but perhaps adding a timer to the time theme maps or fighting more literal versions of everyday anxieties and fears rather than brain spiders and anime waifus. Maybe corporate levels with maze like cubicles and a satirical manager/boss/assistant to the regional manager end bosses. I did like the attempts at mall/sales and buy it now consumerism. I also really liked the main hub, showing my progression, which gives me a goal. The design of the hub is my favorite in the game, I wish that level of creativity and polish was shown in actual game levels.
Past that I can't wait to see where you take the game, once honed in and polished for final play. The base rogue-lite is enjoyable.
Fun cell shaded hack n slash. This is a very fun hack and slash that offers you the chance to have different special abilities and to level up your character. The weapons you find have different abilities and specials and you can also dismember which is pretty awesome. This game will leave your arms sore .
Promising Experience But Repetitive. Having recently played the MindXscope VR game, I must admit that my overall experience was marred by repetitive gameplay and safety issues that impacted my immersion and physical well-being (no points deducted for this as it’s not the devs fault I’m disabled). I had to stop playing after 23 minutes so this review is based on short gameplay. Also, this review is coming from someone who doesn’t normally play games with swords or slashing. Pew pew!
One of the major drawbacks of the game is its repetitive gameplay mechanics. From the moment I entered the virtual world, I found myself engaged in a monotonous cycle of slashing enemies without any significant variation or progression; just increase in difficulty. The lack of diverse challenges or objectives made the gameplay feel stagnant and quickly became tiresome.
Additionally, the immersive nature of the game led to a rather unfortunate incident. While fully engrossed in battling enemies, I found myself overextending my arm during slashing motions, which resulted in an elbow injury. Again, not the fault of the game or developers; just sharing my experience.
One aspect that disappointed me was the absence of puzzles in the game, at least in the first 23 minutes that I played. Puzzles can provide a welcome break from repetitive combat and add an intellectual challenge to the gameplay. The absence of puzzles in MindXscope limited the depth and engagement of the overall experience, leaving me yearning for more stimulating gameplay elements. Plus, apparently I suck at defending myself from the enemy, especially when six of them are coming at you at once.
Despite these shortcomings, it is important to acknowledge the positive aspects of the game. The visuals in MindXscope are visually stunning, with detailed and immersive environments that transport players to captivating virtual worlds. The attention to detail in the graphics is commendable and contributes to the overall sense of immersion.
Moreover, the game's controls are intuitive and mostly responsive, allowing for smooth and fluid movements within the virtual environment. This aspect enhances the overall gameplay experience and provides a sense of agency and control over the character's actions.
In conclusion, MindXscope VR game falls short of its potential due to repetitive gameplay, potential injuries, and the absence of puzzles. While the game boasts impressive visuals and responsive controls, these positives are outweighed by the lack of variety in gameplay mechanics and variety. I hope that future updates or iterations of MindXscope address these issues, as it has the potential to deliver a more engaging and well-rounded VR experience.
Fun but gets old. This game is fun for awhile but then its just the same thing over and over. I've got a few hours into it and the secondary weapons are awesome. Especially the ability to have multiple and be able to switch them on the fly. The primary weapons dont seem to work as good though. I’ve had numerous times where I've blocked and still got hit or swung the sword and it doesn't do anything. It seems like if you swing too fast it can’t keep up in game. This game just needs some fine tuning of the mechanics, some more added enemy types and some more in game sound effects to make it a great rogue like experience.
Decent way to spend some time. I loved the art style and the graphics of the game. The movement and combat was smooth but the combat gets a bit repetitive after an hour or so, after dying 2 times on floor 8 in stage 1 I almost gave up on the third try because of it. But if you dont mind it and are a better fighter than me then you will love the game! I'll be looking forward for future updates.