The BRUTAL Giant Mech Boss!! | AWESOME Tactical RPG Roguelite | AETHERIS | 5



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Embark on a heroic quest to rescue your village from a relentless Shade. Traverse vibrant, incomparable landscapes in this captivating turn-based roguelite. Journey alone or with companions—the adventure awaits!

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#AETHERIS #Part5

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39 thoughts on “The BRUTAL Giant Mech Boss!! | AWESOME Tactical RPG Roguelite | AETHERIS | 5”

  1. Thank you for this beautifull run, we are still in early acces. The end of your run is pretty hard we will balance some elements for sure x) .
    Thanks again Retro !
    The Wild Wits Team 🥰

    Reply
  2. You got slightly further than I did on my first attempt. That boss is definitely a run gatekeeper if you dont know its mechanics.

    Dude mostly walks just left and right. So if you position the top and bottom of him you can dodge the worst of his damage.

    And yeah I agree, def ignore feels pretty mandatory in this game.

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  3. Loving this game, I bought it because of your videos. Few things are a little bit frustrating to me:

    Losing a character feels really bad. Actually wish I had a option to forfeit because sometimes it just seems to take a long time to lose after that, but it’s not really fun anymore.

    Melee can feel kind of bad with how much monsters run around. Would be really nice to have some sort of reactionary attack if a monster runs out of your threat range, so there’s at least some reason to chase them around

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  4. Balance of a team when a team member die is that the other get more xp of that the die members which help them to survive but a healer. It felt bad because of the length of the run there will be disappointing for losing good run for frist try

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  5. Losing and learning and is the core of Rougelike and the spirit systems is good than another grinding games. THERE may me some unlock which could help in future runs. If u win first run there is no player who will come back. I did with some of them like to see othe run but using trap(rationale) unit.

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  6. The second shade is definitely very annoying. You really need physical attackers that can close the gap with abilities that allows them to quickly move to enemies or to have enough mp left on physical attackers to do hit and runs. This shade does feel like it might need to be nerfed a bit since it being able to appease you and attack every single turn is a bit much, especially since the first shade is so easy.

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  7. It really seems like ignore defense is the only option late in the game. Like the dev said, some balancing is surely needed. Maybe somewhere to rez someone, or camps that let you do 2 things (towns).

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  8. Don't think I've ever seen tilt so much on a game. Says two things: 1) Reto really liked it and got invested in it 2) that's why he tilted so hard when the difficulty ramped up so quickly.

    Seems to me like the major flaw for this game is the length of fights. Something like Slay the Spire has a lot of 'unfair' mechanics. Meaning there are certain things you just need to learn in order to succeed. That's fine though because an entire run takes like 1.5 hours, so if you run into something that just requires experience you didn't really lose to much time. They also have things like potions that act as risk hedges or "get out of jail cards".

    in my opinion they either need to shorten the game immensely, or telegraph stuff out much better (like have an encyclopedia with every monster's moves, or allow for one or two practice battles).

    There's lots of good to be said about the game though. I hope reto picks it back up in the future.

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  9. That was badass man. Things got crazy and you dealt with it better than I would have. Thank you for playing the game it was very entertaining, hopefully down the road we will see more of this.

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  10. You did amazingly for your first run. I really really hope to see more of this series. Such an amazing game. I bought it after watching your first video and have been obsessed ever since. 😅

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  11. I lost half of my spirits and one vizard to the mecha-spider's power core explosion. After that the journey was rough but manageable with the remaining three. But then the rest of my spirits and another vizard fell to the Hauger before we squeaked by and brought it down. Left with a team of two, I made it a few feet into the next map before dying to the first encounter there. It's really such a cool game, but so much of your run's power is determined by the items that drop and the ability cards you're dealt. For example, one of my characters started with a pistol, and didn't find an upgrade until stage 5.

    Awesome game though, and best of luck on your next run Retro!

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  12. Looks fun but really needs some balancing done. Seems like higher ranked active skills cost so much to use, it isn't worth using. The enemy's movement abilities makes it impossible to plan around.

    It looks really fun and I hope the balancing fixes those issues. If possible I'd suggest instead of picking one option out of two on stats, have it two from three or four.

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  13. oh yeah, before you level up be sure to check which card can be draw with codex
    it is very helpfull, and if you ask me if the legendary card usefull? the answer is nope most are hard to use, better have common and uncommon one. ( well except great sorcerer and great warrior those are very usefull )

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  14. As it stands it seems like the ignore defense/mdef passives are basically required on every character for later in the run. Glad to see that balance is incoming to this beautiful game!

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  15. just won for the 1st time, lost in the 3rd area once and then won on the next run. Had only one vazzard with 87& dodge left standing against the boss but against all odds he won solo! Great Game!

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  16. if you are going to do another run of this, a vazzard with rationality and traps would be fun to see! (the healing trap is one of the best ones)

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  17. I know the art style is what pops out at first, but the sound design and soundtrack here feel subtly top notch!

    Definitely hoping they can tweak the balancing and give the players more active tools to work around difficult situations; it's got such exciting promise

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  18. 39:31 The mourning when dying plus having the power to summon that's a little too much especially for non boss. If they're going to have both they need to put a cap on how many buffs they can get.

    Reply

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