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正在显示第 1 - 10 项,共 37 项条目
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总时数 13.8 小时
Forgive me Father puts you in the shoes of either a disgraced priest or an inquisitive journalist as they strive to discover the truth about the town of Pestisville. Along the way, they face completely normal obstacles that are in no way corrupted by any Great Old Ones.

The story is simple to follow through the decent into madness, and while there are some different voice lines depending on which character you play + a few changes to cutscenes, the core doesn’t change. The bits of lore speckled about through collectibles adds a nice breath of depth, though never striving too deep.

Gameplay feels fine, overall. It’s clunky, but satisfying. The weak spots are varied on enemies giving you incentive to pick your targets and prioritize different spots rather than just click head do damage. Skills feel overall fine, nothing groundbreaking but all satisfying to use in their moments. The “ammo” for skills is a bit off putting, but nothing significant. The guns overall are fine, some feel weaker than they might should, but visually I absolutely adored the more Eldritch ones and prioritized them in the skill tree.

Enemy design is very good. Visually they’re all incredible and I love the grumbles and sounds being enough of an identifier that I knew what was coming well before seeing them. I mentioned weak points earlier, but I do think it’s fun how they implemented some enemies having better benefits to not just damage them, but severely neuter them in a fight allowing you to focus on other more pressing matters. Bosses are a bit of a sore point, visually impressive but lacking in gameplay. More of a letdown than a problem, in my opinion.

World design is fun, the levels feel like an open corridor shooter but encourage you to explore to find more bits of lore, Easter eggs (of which this game has a lot), and each look visually impressive (Really, the entire game is beautiful. The art team knocked it out of the park.)

Sounds great, the screeching of enemies sound unique and you can tell them apart easily, musics great, guns sound good. The voice acting is poor, to say the least. No shade to the actor/actress, but it comes off very flat.

Overall a fun game, and I feel is worth the asking price.
发布于 1 月 24 日。
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总时数 5.1 小时
Viewfinder is a fun perspective puzzler game that really uses perspective (though not in as direct a way as Superliminal) to aid you in your quest to locate a device to help with an ongoing environmental disaster.

To start, the game is fun. The puzzle mechanics are unique and they play really well. I enjoy the game building up on itself and previous mechanics being used in future puzzles. A really big downside to this though is, as others have mentioned, none of the puzzles are particularly challenging. A few may have given me pause, but none really had me stopped for more than a few minutes at most. Again, the puzzles were fun, just very easy.

The story was definitely a story. Typically mentioned through gramophone recordings, sticky notes laid about, or from your handler(s) giving you exposition and details. Out of this, I enjoyed the sticky notes the most as they were unintrusive and felt that each character's personalities really got to shine through them. I never found the characters annoying, more I don’t really know if the story added anything to the game.

Visual design of this game is phenomenal, the standard appearance is fine, but there's little bits I don’t want to mention that just made me absolutely fall in love with the game. Add on the filters for the camera you get later and it’s just wonderful. The use of pictures to alter the world always feels and looks good too.

Overall, the games fun, puzzles are easy and relaxing, stories forgettable but the visuals and mechanics more than make up it. I had a really good 5 hours playing it. Problem is, 5 hours is about all you’re going to get out of this and for $24USD, that’s a pretty tall order imo. I picked it up on sale for ~$9USD and that feels more worthwhile.
发布于 2025 年 12 月 27 日。
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总时数 5.1 小时
Figment 2 is more of the same from Figment. It still stars Dusty and Piper, the minds Courage and Optimism while they go on a new quest to fix the minds moral compass and face constant set backs from the Jesters.

I find the visuals of Figment 2 less engaging as Figment. They’re still good, and I absolutely love the set design, but I think the more drawn style of Figment is more striking to the more animated style of Figment 2. The world really is just as unique though as the first one.

Sound design is still top notch, a lot of it’s very similar to Figment with new music and a few voice actor changes.

Gameplay is more or less the same, combat is still rather unengaging but the puzzles are better in this one than the first. They feel a bit more difficult while still being rewarding for finishing. I do lament that there are less environmental puzzles to solve though.

The story in Figment 2 is a bit more engaging than in the first one, in my opinion. I liked the Jesters as an antagonist and I think putting the moral compass together was more fun than fighting individual fears. Plus the areas that we’re taken to have a more distinct vibe to them which feels really nice to explore.

My final thoughts are it’s a good sequel, but it plays very similar to the first. That’s not really a bad thing, but it does make the asking point of $25 feel a bit steep. Would strongly recommend picking up both Figments when they’re on sale as they really are a fun way to kill an evening.
发布于 2025 年 11 月 17 日。
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总时数 5.1 小时
Figment is an action puzzler following personalities of the mind. Dusty, the grumpy personification of courage, and Piper, the birdification of optimism. The story takes you through overcoming several fears through the use of puzzle solving and a suspiciously damaging wooden sword, plus a musical number or two.

To start, this games art style is absolutely beautiful and I think worth playing for alone. The designs of everything is just phenomenal and really nail that kind of dream like aesthetic. Everything looks painted in and held together with random bits and baubles that you’d find around the house and it just nails it.

Sound design is also pretty dang good from hitting enemies to the plinking of picking up fragments off the ground, the voice acting is fine, and I rather enjoyed the music a lot (Especially the spiders).

Gameplay I’m a bit split on. The puzzles are fun, and I really liked the optional puzzles to find extra memories. None of them felt overtly complicated, but still rewarding to finish. The combat was rather lackluster, with basic controls and a very simple hit enemy, back up to dodge counter attack, go back to attack, repeat. Bosses also had a similar lackluster design, but their visual design and music more than made up for it.

The story is fine, nothing to write home about but it’s serviceable and I enjoyed the concept of courage literally fighting our fears (and other things).

Overall, the game is an enjoyable evening running at about 5 hours to 100%. I don’t see it having a lot of replayability. The price tag at $20 might seem a bit steep, especially as I’d recommend getting Figment 2 alongside it. Perhaps wait for them to both be on sale.
发布于 2025 年 11 月 17 日。
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总时数 9.4 小时
My thoughts on Chants of Sennaar can be explained in one word: Fantastic. I’ve had this on my radar for awhile and finally sat down to play it and can’t believe I waited as long as I had.

Without trying to spoil anything, the gameplay consists of walking around the Tower and taking note of the conversations you have and the glyphs you find written on walls to understand the language(s) around you. While I found the overall difficulty pretty easy (there are ways to “cheat” but I never found them necessary as I feel the game gives you enough opportunities to learn and reinforce what a word means in each language, I can only think of one glyph where I didn’t understand how I was supposed to come to that conclusion. There are some small environmental puzzles usually linked to progressing through a locked door or patrolled path. Finally, my absolute favorite puzzles were when the game wanted you to parse the sentences correctly for the different languages. Having to pay attention to how each language structures itself was a fun challenge and I think they did a great job of slowly introducing the idea with the Devotees and progressively getting more complex.

The art design of this game is beautiful, and while the design seems a bit simple, I think their use of bright and vivid colors is phenomenal and kept me really excited to see what the next level would look like. Music and sound design was also nice, though I didn’t find myself as engaged to it as I was the art.

The story, while a bit confusing at first (never been a huge fan of the you wake up in a weird secluded area trope), was fun to play through, and I like the use of murals and wear-and-tear environmental story telling to explain what’s going on. If you’re familiar with the Tower of Babel, you’ll have a pretty solid idea of what’s overall going on but there was one moment in particular that made me audibly gasp at why a main problem is going on. I also love that as you progress, the world starts to change due to your actions.

Overall, I loved Chants of Sennaar, and found it to be one of the more unique puzzle games that I’ve played. I think the price point of $20USD is pretty good, though it only took me about 9 hours to 100% and there really isn’t a huge amount to do in a second playthrough. However, it also has a demo so if you’re unsure if it’ll grab you, give that a shot!
发布于 2025 年 9 月 11 日。 最后编辑于 2025 年 9 月 11 日。
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总时数 14.1 小时
Alien: Isolation follows Amanda Ripley, daughter of Ellen Ripley as she boards Sevastopol in an effort to find out what happened to her mother and her mothers ship, the Nostromos. Unfortunately, a Xenomorph has also boarded Sevastopol and has made survival a bit trickier.

I’m going to start off by saying I struggled with this game. A lot. I’m not good at stealth games and this game feels incredibly difficult at times. A big thing that kept me going was that I love Alien as a series and the story and environment of the game was so damned good. With that said, I want to address the story directly first.

I loved the story, at least for the most part. The plot progression is as expected: board the station, things seem off, find out why things are off, try to survive and exit the station. Anyone familiar with the Alien series will know what some of the plot points coming will entail, but it’s still done in a way to keep you invested and packs a few surprising punches along the way. I was a bit let down by the ending and the seeming absolute drop of Amanadas initial goal of finding out what happened to the Nostromos (It’s quite literally never mentioned after finding the blackbox). Though, I do have hopes with the announcement of Isolation 2.

I want to also highlight the aesthetic and general vibe of Isolation also, it is phenomenal. Sevastopol feels uncomfortable. It feels empty, broken down, and on its last gasps and creates this fully uncomfortable atmosphere. Every step echoes out and the dark hallways feel like a rat trapped in a maze. Add on the lack of friendly faces and the general distrust between everyone and the sounds of the Xenomorph creeping around, always nearby. It creates a wonderfully hostile environment that keeps you on edge and nervous at any sound.

Speaking of sound, it is phenomenal. The sounds of the Xenomoprh crawling around the vents or stomping around, Sevastopols metal clanking and steam hissing, the Working Joes continuing their work or walking towards you. It all keeps you locked into the environment. What didn’t keep me in the environment, however, was the music screaming in my ears the second the Xenomorph shows up, dampening the mood.

Mechanically, the game focuses on stealth and distraction. Though there is a fun mechanic where the Xenomorph learns how you play and will start to counter it the more you use the same tricks. The Xenomorph is always present, so any sound made has the potential to draw its interest forcing you to pick your battles very carefully. There are also some Metroidvania styles to it with the constant progression of new tools to open access points previously blocked off help create a sense of familiarity and exploration with the station.

As a separate mechanic, the Xenomorphs AI is incredibly interesting to read about. I strongly recommend reading about it after finishing the game to see how it works behind the scenes.

Now, for the problems I had. I mentioned the music earlier, though that was minor. I think my biggest problem with this game actually became the Xenomorph. As much as I enjoyed them running around, the fear their appearance created faded much sooner than I feel it should have due to how often it showed up. Every room, every section it was around, eventually it became more of an environmental hazard and with how bad I am at the game, a nuisance.

Overall, the game is good. I really enjoyed how much it felt like I was playing an Alien movie and that kept me going despite hating stealth games. I strongly recommend giving it a shot as blind as possible, and don’t be afraid to turn the difficulty down if it feels too hard, I promise the story is worth sticking it out.
发布于 2025 年 8 月 8 日。
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总时数 5.5 小时
Husk is a walking simulator-esque (I mean, there is combat in it, sorta?) story following a man who survived a train crash on his quest to find his daughter and wife through the seemingly abandoned town of Shivercliff. It gives strong vibes of Silent Hill and maybe the original Resident Evils.

I’ve debated for a bit on what to really say about this game, and I think my thoughts on it are very conflicted. I think the developers wanted to make a good game, and I enjoy some of the mechanics they went with and plot decisions, but overall the game is very rough and hard to enjoy.

Starting with my personal favorite part, Shivercliff. I loved the town and general vibe of the game. There was a certain beauty to the abandonment and isolation it gives off, and exploring around it and into its surrounding areas was what kept me going during certain segments (that awful cave, for example). I think it did a great job of creating an eeriness that persisted even when the creatures themselves weren’t particularly exciting.

For the story, I felt it was serviceable, though I don’t think it necessarily brought anything new to the table. I enjoyed Matts exposition of the town he grew up in, and I liked how some of the horror stories he grew up hearing became real in the events of the game. One device I really liked, though it gives the reveal away too quickly, were the phones. I absolutely loved them being sprinkled around and their implication.

The gameplay of Husk felt bad. There's no other way for me to really say it. Most of the game is a walking simulator where you explore Shivercliff and collect bits of lore, and while that can be nice, 5 hours of it drags on too much. Combat in this game consists of occasionally shooting with a clunky revolver that doesn’t feel satisfying to use nor fun to really engage with, but the alternative to this is the “stealth” mechanic. The creatures are so damned inconsistent on what they can and cannot see, and frankly even when they see you, just running behind a door completely stops them. The “boss” fights of the game have no tension and impact, and frankly feel like they were shoved into a random part because they forgot to utilize them earlier. Finally, there is a segment in the later game that is absolutely infuriating. You need to sneak past (normally killable) monsters that are suddenly invincible, incredibly fast, and kill you within seconds if they get you. What you actually need to do is find the right path to sneak around them, which again, is so incredibly inconsistent that it can make you feel like you’re doing the wrong thing over and over.

In conclusion, I appreciate what the developers were trying to do with Husk, and at its core you can see the structure of a good game plagued by poor mechanics and a lackluster story. You may enjoy it more than I did, but I would really struggle to say the asking price of $20USD is worthwhile.
发布于 2025 年 8 月 8 日。
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总时数 9.1 小时
Call of the Sea is a shorter (think 5-6 hours) puzzle/adventure game following the story of Norah, a wife seeking her missing husband on a mysterious island. The timeframe is around the mid 1930s, reminding me heavily of Disney's Atlantis.

Call of the Seas gameplay is predominately an exploration game, following the footsteps of your missing husband to find what happened to and where his expedition team went. Along the way, you find puzzles to interact with, typically through environmental clues or missing items that need to be replaced. Puzzles themselves never felt too hard, honestly I’d say the games a bit too easy on that front but viewing it as an adventure story and not a puzzler helps lighten that a lot.

Aesthetically, I found the game beautiful. They make full use of a vibrant color pallet and the island itself is gorgeous and fun to explore. The areas may be small and linear, but they pack a lot of beauty into them.

Sound design in this game is well used too, either through the weather, how certain sounds (trying to avoid spoilers) keep you on edge, and Norah's wonderful voice actress.

The theme, visuals, and sound design all blend nicely together into the story. Though it has some predictable moments, it's still engaging to see what's happened to the expedition and read through journal entries as things turned sour and how they persevered. Meanwhile, the island's inhabitants keep an eerie and unnerving force that keeps you on edge throughout.

$20USD might seem a bit steep for what you get from this, but it truly is an enjoyable experience and if you want something to kill a rainy day, this is a perfect fix.
发布于 2025 年 8 月 8 日。
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总时数 32.0 小时
While Exit the Gungeon doesn’t have as much content as Enter the Gungeon, it definitely packs a ton of content into the smaller package.

It takes a lot of the guns and items from Enter the Gungeon and makes it into a much faster paced bullet hell with a much tighter run time (averaging about 25-30 min run), and while I lament some of the missing items, they do a great job with what they did include.

The gameplay is fast paced and fun, and while there can be a bit too much going on the screen at one time, it’s usually pretty easy to find your gungeoneer and refocus. The core mechanic of your gun constantly changing is fun, and I like how it forces you to change your approach depending on the weapon (though I did find the beam type weapons a bit of a drag to use with how much you have to dodge roll in this). The loss of active items is sad, but the random buffs that spawn help make up for that loss.

A fun addition is a few mini games added in beyond just Winchesters that help break up the pace and can be a reliable source for a cheap red or black chest after a bit of practice.

Overall, I found that Exit feels easier than Enter. Enemies in general are easier and with the limited roster, much easier to learn the patterns of. Bosses in general also feel easier overall, though getting Master Rounds on some of them feels a bit more like RNG than actual skill.

If I had any real complaints though, it would be a lot of the achievements are just grinding out the same boss or Hegemony credits over and over until you get enough to tick off a box. Towards the end, it felt more like I was going through the motions of hoping RNG would give me the NPC encounter I needed and subsequent minigame to get their item more than actually playing the game.

My final thoughts are that while Exit is not as good as Gungeon, for $10USD, it more than holds its own and Dodgeroll really did a great job of making another Gungeon game without making it a clone of Enter. Well worth purchasing and you’ll definitely get your money's worth, on or off sale.
发布于 2025 年 7 月 18 日。
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总时数 20.9 小时
KeyWe is a fun and chaotic co-op game where you and your partner Kiwi must help deliver the New Zealand post.

To start, while this game can be played solo, I found it significantly more fun dragging a partner into it, after all, what better way to improve your communication than yelling at each other about holding a shift key down so you can capitalize a word.

The game play is fun, chaotic, and fast paced. The earlier levels do a great job of explaining the mechanics in a low stress way, getting familiar with picking up words, typing on the keys, or preparing packages. Later, levels expand on these mechanics by adding more environmental challenges or side problems that you have to resolve while getting letters/packages prepared for sending.

From a difficulty standpoint, I think it leans on the mostly easy to average side of things. While there is the occasional rather difficult level, I found my friend and I were able to gold rank most levels within 2-3 tries. With that said, I do think the difficulty is good for what it is. It’s a great game to just have fun with and laugh at.

Graphically, I love the games visuals and think the character design is adorable. Set design is visually interesting and fun to explore and compliments the gameplay very well.

Kiwi customization is cute and has a surprising amount of options, plus secrets in certain levels that unlock more.

The price tag might give a bit of pause, at $25USD +$6USD for non-cosmetic DLC, while I feel like I got my money's worth I can also say it can feel a bit steep. If you’re on the fence, I’d strongly recommend picking up during a sale (could often get two copies for the price of one off sale), but at it’s base price I still feel like it offers a complete package.
发布于 2025 年 7 月 4 日。 最后编辑于 2025 年 7 月 4 日。
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