Twin-stick shooter against various bugs and robots with some ARPG gearing, and the action here is fantastically tight with probably three key factors:
- Enemies target you but hit each other, so you manage their attacks to help your fighting instead of just staying out of trouble.
- “Frenzy” orb pickups, which act a bit like combo meter fuel except instead of chaining hits you make frequent choices about whether an orb drop is worth chasing, keeping you close to danger.
- Instant gun switching with overheating instead of reloading, so you fight hard and switch constantly between your three guns to keep any one from overheating while getting the best out of their specific properties.
I play a lot of twin-stick and top-down shooters, and this does a great job mixing the arcade twin-stick feel of high intensity fending off a swarm with tactical top-down dungeon crawling elements, and it’s just really special feeling to play. The core action feels not just well designed but like it was made just for me, and I’m genuinely glad someone made it (or is making it, since it’s early access). Plus, it’s extraction style instead of being a roguelite, so you’re always right at the best action while still getting procedural levels, so each run is a little different.
Seems like a strange problem. I’d suggest playing more different games, and focusing on getting your hands in tune with the specific game rather than the type of game or perspective, and being more aggressive about remapping controls to fit how you want to play.
I switch games a lot and don’t generally have issues settling into a game just because its controls are off from another game, but if a dev puts something common somewhere weird, I’m absolutely going to move it to one of the places I expect it to be.