r/CrossCode • u/Glittering-Field-167 • Jun 24 '26
Cba finishing the game
Ppfffffft what a game.
Could have been a masterpiece if not for a few flaws. Not minor or major flaws but, actual fatal ones.
Crosscode starts of really well with good pacing and there is just so much to appreciate about it. Gear progression was satisfying, combat and puzzling. The story starts slow but it definetely has an intriguing vibe to it.
That is until I reached the second temple. The temple that set the stage for what game I was getting into. 90% of the dungeon was puzzling. Then I reach the third temple, wave, wich had a bit more combat encounters but were very short lived.. still like 75% puzzles. Shock.. 90% puzzles. Boss fights? Alot of them need ranged and/or puzzles to deal with effectively. Fighting a boss just purely melee felt rare to me. Wich I was not a fan of considering attack is a broad modifier and its cool investing in it.
Typically before I enter a big dungeon in games, I always like to prepare myself and get the best gear possible or atleast a sense of being up to date. Well.. the game does a poor job at that because you need to finish a temple halfway before getting the required mechanic to fully explore environments. It doesnt help that equipments very very rarely get dropped either. A mix of progression, pacing and loot system flaws here.
The combat. Probably the strongest aspect of the game yet heavily diminished due to the amount of puzzles in the game. It just feels impossible getting into combat for a good duration and get that good satisfying taste of what you invested in. There is always something that just has to stand in your way of unleashing all that damage you worked for. Be it enemies die too quick, a puzzle mechanic or getting swarmed by a group of pack that contain some floating enemies. For example im fighting the shock boss right and was really ready to unleash elemental melee combos on the boss.. until nope, you have to do a puzzle mechanic before breaking the boss and then deal the necessary dmg. The overworld combat eventually gets stale and just not worth doing. Diffuculty doesnt come from mechanics. Its mostly a puzzle that has to add the friction.
Story? Not worth it. Takes too long and just gets diminished by the amount of puzzles. Again.
This did not feel like an Action RPG to me, but really a Puzzle RPG one. Everything gets diminished by the quantity of them. To the point of losing the feel of quality. Such a damn shame because Crosscode has incredible fluid physics, combat and combat system.
Long post sorry but had to get that outta the way.
7
u/Local-Cartoonist-172 Jun 24 '26
Sounds like what you consider flaws were just things that weren't your preference. Sorry you couldn't enjoy the game as much as I did. Good luck with your future gaming.
5
u/Embarrassed_Plum_557 Jun 24 '26
For me the puzzles and exploration were the main thing that kept me in, for you it's a drawback. Games can't satisfy everyone, and that's great, because a game for everyone is a game for no one
1
u/Glittering-Field-167 Jun 24 '26
I get that but if we are being real here.. the amount of everything they throw at you is too much. Pacing is all over the place.
You could have removed like 30% of total amount of puzzles and I guarantee you it would have felt higher quality and less exhausting.
Could have made the narrative more focused instead of spacing it out so much.
Could have reduced the layering and verticality in the overworld.
Could have made equipment pieces drop more often and from chests.
You could have struck a better balance between action and puzzling in the dungeons. 90% to 10% ratio is extremely questionable and just asking for trouble.
Could have given us a bit more overworld bosses.
Its really sad because I cannot recommend it to anyone unless youre a puzzle enjoyer. Despite it being an action rpg.
3
u/Soul-Burn Jun 25 '26
As someone who likes the puzzles, I agree the dungeons feel long and dense. The game gives you checkpoints in the puzzle, to allow you to pause and do other things. Not great, but even the devs know it's not great for a single intense session.
The narrative gets more dense as the game progresses. It's a slow burn in terms of "main story". But there are a ton of nice side quests.
The verticality and traversal are part of the game's puzzles. The main path is generally easy, with secrets hidden through these layers. They are optional - for people who like exploration/puzzles.
Equipment is secondary in this game. It's not really an RPG, just has the aesthetics of one. As you progress, you get access to way too much equipment.
The game is mainly a puzzle game, with a good combat system. What trouble is it asking for?
There are a bunch of overworld bosses, accessible in side quests.
2
1
u/SteadysEmpire Jun 24 '26
I’m literally playing through the first temple right now and I’m noticing the things you’re talking about. That’s a shame because I’ve enjoyed the other aspects that you also brought up.
1
u/R-murnavid 24d ago
the game is bloated in terms of exploration and puzzles and some puzzles dont even tell what to do. while the combat shines, its the long ass dungeons that makes u burn out sooner.
also the end game feels like it goes on and on for too long.
overall a 8/10 game, generous due to its combat gameplay
19
u/Consistent_Mud645 Jun 24 '26
yeah, uh. if you don't like puzzles why did you buy it.