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The swords of ditto Review

In The Swords of Ditto, you obtain the role of an anonymous hero. The task for the hero is an implementation of an epic quest to free your land of an ancient foe.

He has beaten numerous preceding sword wielders in axons precedent.

With d-pad and deed buttons in tow, you undertaking out in investigate of the big bad guy. The Guys in hopes of therapeutic the common folk of the land. 

Ditto unfolds much like a classic Zelda game, with areas unchain after reaching certain progress points.

There is a catalog system for used items, equipment system where you can stock various stickers.

In different equipment slots for bonuses, one can use stickers.

You will have to roll, run, and gash your enemies to overcome them and power up your sword.

The principal adjective that The Swords of Ditto radiate is “Cute”.

The art is cute, the characters are cute,

the enemies are cute and even the stickers you put on your mechanism are cute.

I would say that Ditto compares auspiciously yet to the most delectable ARPG I know, the abovementioned Cat Quest. This is perhaps the biggest selling point for this game to me.

A game that deals with encapsulating a sweeping storyline into a consistent art style and

a unified tone of cuteness is one that merit recognition.

The only non-cohesive part of the game to me appears to be the item system.

even as there are the Zelda-ease items that run off of an energy bar system. There are also several unpreserved bombs and other items that don’t use the energy system.

It’s a minor prevaricate but it doesn’t have a solid flow when some of your items can be used forever,

and others are just used up after a few uses.

Healing items are also one-use items. Separately from these or leveling up choices for retrieval, health is very limited.

The huge downfall of The Swords of Ditto has to be the awful directional control stick. Now some on our debate argue that the tremendously sensitive direction stick is a boon for exactness action. But I find the differing to be true.

Not like games with a proven d-pad functionality like Cat Quest or Brawl StarsDitto does not have a fixed d-pad.

As an alternative, there is just a blank space on the left side of the screen. Seems to taunt you by forcing you to try to crack where exactly the pad is imaginary.

You can tap down and then slide to one side. One more only to find that the character doesn’t move hardly moves in that direction.

Also Read: Repulze Review

Awaiting you to try to re-anchor your finger, you will NOT be moving in that direction at all.

The swords of ditto 2

If the anchor fails weren’t bad sufficient, the auto-attack send are just tender.

Your hero starts with a 3 swing combo. In cases where no directional inputs are made you would also want to

continue swipe in the same direction or auto-follow the nearby enemy.

It seems like this, not at all happen;

the moment you cease to give a directional input,

following swings veer off in extreme and chance directions, debasement your combo,

and opening yourself up for an enemy’s counter-attack.

For an ARPG, this is most likely the thing that can most easily make or break your game.

If you can’t give a player controls that construct them

feel in control of their character, you don’t have to crouch.

Read More: Outrun Video Game Review

For a six-dollar game, Ditto presents a great amount of content, counting a lot of replayability complete with some attractive new game+ mechanics.

It’s rough saying I wouldn’t recommend a game I am scoring 3.5/5 but the control scheme is just that bad.

You can read the latest news updates of the game zone on gamershawk.com.

This would be an easy 5/5 with an update to the dead. But it appears unsure at this point if any updates to the game can be predictable.

Like I said beforehand, an ARPG lives and breathes based on its control fidelity, and sadly The Swords of Ditto needs work before it’s a pleasant game for this writer at least.

A lot of times we see ports that don’t live up to the source and this unhappily is one of them.

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