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尚未有人觉得这篇评测有价值
总时数 2.3 小时
Fantastic! Has a novel core mechanic and makes thorough use of it. Enemy variety is great. Presentation is off the charts. Music rocks. Game is super fair on the Normal difficulty. Extremely generous with checkpoints and continues (I'm not even sure if they're limited; if they are I never hit the limit and I had to continue at least 3-4 times). Fun little story that doesn't get in the way and takes a couple of cute turns.

What more can I say? If you like arcade shmups like Gradius, Ikaruga, ZeroRanger, etc, get this one and have a blast!
发布于 2022 年 10 月 3 日。
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有 29 人觉得这篇评测有价值
总时数 4.9 小时
Full disclosure, I'm friends with the development team.

That said, I really enjoy Super Crush KO! It's an arcade 2D brawler that's a balanced between accessibility and depth. If you're new to this kind of game, there's a bunch of clever behind-the-scenes elements to the combat that help you learn and feel powerful right off the bat. If you're a more skilled player, there's enough depth to the combat and scoring system that you can perform tons of juggles and combos and spend hours gunning for the perfect run of a level if that's what you're into.

I also found the story surprisingly charming and fun, though this game's focus is definitely on arcade thrills and score-chasing that doesn't waste your time. If that sounds like your bag then I suggest checking it out!
发布于 2020 年 1 月 18 日。
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总时数 2.2 小时 (评测时 0.1 小时)
(NOTE: I played this for ~3hrs in offline mode, which Steam failed to register.)

This game is tons of fun, and bursting with gleefully silly panache. The music is great, the levels/visuals that go with them are stylish and inventive, and the number of them is just right too. The way everything is meticulously synced up to the music is super satisfying and you're always eager to see what the game can pull out next. The standard difficulty might be too hard for some, but there's an option for a more casual experience with no drawbacks, so that shouldn't be an issue.

Is it perfect? No. Dodging feels rough -- a bit hard to control, always goes farther than I wanted it to, and has a brief delay between button press and actualization that I never got used to. There are also one or two levels with notably poor tells, which unfortunately come early on in the experience.

But you know what? When I started playing this game I was having a ♥♥♥♥♥♥ day, and by the time I beat it I wasn't. It's just a whole lot of fun -- if you watch the trailer and think to yourself "huh, this might be my jam" then buddy, it probably is! Check it out if you want a good time.
发布于 2018 年 7 月 26 日。 最后编辑于 2018 年 7 月 26 日。
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有 3 人觉得这篇评测有价值
总时数 1.5 小时
A Mortician's Tale is an engrossing meditation on death, and especially the death industry. I learned a lot about both during my time with the game, and was pleasantly surprised that it wove a touching little narrative in there, too. The game is affecting without being sappy or melodramatic, and informative without being pedantic.

It isn't the longest game, and there isn't any fluff like arbitrary puzzle solving or grinding for upgrades (for example), so it won't be for everyone. But if you value focused, unique experiences and have any kind of curiosity about the subject matter, I highly reccomend you check it out!
发布于 2017 年 10 月 18 日。 最后编辑于 2017 年 10 月 18 日。
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2
总时数 4.7 小时 (评测时 2.1 小时)
Kickstarter backer here. I played through the first eight levels, and I doubt I'll come back to finish it. Sad to say, but it's just not very good.

Mighty No. 9's "big thing" (other than riding the Mega Man hype train) is its dash mechanic. You weaken enemies with bullets, then dash into them to finish them off. Potentially a neat idea, but it comes off half-baked since the game rarely feels designed around it. You can chain dashes together infinitely, trivializing many hazards and areas by simply flying over them. Most enemies only need one or two hits to become vulnerable and stunned, so as long as you spray-and-pray while dashing you'll likely be just fine. Proper use of the dash does tie into a scoring/combo system, but you'd have to be a lot more taken with the game than I am to bother with it. All it did for me was make the game an unremarkable blur.

So if the dash neuters everything, where does the difficulty come from? Instant-kill traps, naturally! They're plentiful, and while many are easily avoided, a few are unforgivably hidden behind blind leaps/drops of faith. Compound this with the usual roster of creatively-bankrupt, ♥♥♥♥-move platformer tropes and things get annoying quick. My favourite is the level that combines instakill surfaces with slippery ice platforms that can't be ledge-grabbed and high-knockback enemies placed just out of reach. Three deaths and you're back to the beginning of the level. It's a real classic formula.

Those design choices murder your will to continue, but there's an equal number of elements that are just plain old baffling. There's a dash and a jump, but there's also a slightly-lower-dash, a slightly-higher-backwards-hop, and a slightly-higher-backwards-hop-while-shooting-into-the-ground-a-few-times. Across the first eight levels I used them one, zero and one times, respectively. Why are these all separate moves? Why do they even exist? Why are two of them never tutorialized, and the other only tutorialized after you inevitably die on an instakill hazard after failing to use it?

Why are you expected to shoot through a wall to avoid instant death, when previous levels have taught you that walls block your shots? Why do instakill surfaces kill you even when you have invincibility frames? Why are bosses allowed to float above your shots and dash attack, forcing you to impotently sit there while they regenerate health? Why can't the game maintain a steady framerate on a PC I bought less than a year ago?

It's not all bad, of course. One stage is a level-long hunt for a sniper boss, which is an interesting concept even if it wasn't done super well. Defeated bosses appear in stages to lend a hand, although they never really do anything of worth. A few of their personalities did somehow grow on me a little, even though they're all admittedly one-note and annoying.

...hmmm. I dunno. Maybe it is all bad.

I wouldn't recommend this game.
发布于 2016 年 6 月 21 日。
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