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Jacques Ohff 最近的评测

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I really like PZ, I feel like only has a couple of glaring flaws in general.

To get 'the bad' out of the way, it's basically the following:

The new player experience can be REALLY rough. While I love the game's tutorial, there's so many features a new player would have trouble figuring out. I think the less PZ is a 'wiki game' the better in this vein. It could do with some better actual tutorials (not tooltips) for in-game systems like foraging, car repair and ways to 'restore' power and water (Ie generators and barrels on the roof). These systems exist but are hard to figure out for a new player.

The overall 'vibe' of the game's music, while I love it is very repetitive. This is a glaring flaw pretty much only for someone like myself because I really enjoyed the ambient music at first but it wears pretty thin after extended play sessions.

Some skills are far harder/slower to train than others, many places will simply run out of TVs, radios etc because training your electrician skill is insanely taxing. I won't go into extreme specifics here, but this is not a complaint about metalworking being too hard and carpentry being too easy, I feel like metalworking is easy enough to train and there's an abundance of items to train it on. Electrician work however, you usually only encounter 2-3 items in a single medium sized house to deconstruct for the experience.
With the "bad" out of the way, I'd like to talk about the good. This is largely just going to be a block of 'things I really like'

The game's difficulty settings are very expansive, and allow you to toggle off behaviors that are added in if you enjoyed a particular playstyle or exploit. For example, if you got used to using fences/windows as cover before lunging, or using cars as barricades before zombies would 'crawl' under them. The game is only as hard as you make it on yourself and I really enjoy that. It means I can have a casual 'super survivor' playthrough with minimal modding while one of my other saves consists of the more hardcore settings and has had probably two dozen character deaths.

The tone of the game is rather nice, I enjoy that it's an experience where you're told from the get-go to expect death and you're encouraged to treat every 'story' of your characters as unique. Losses feel major but not too harsh or unforgiving even when a character dies. As much as it sucks to lose a character with max strength and crafting skills, it's not 'ew no I can never come back to this game again'. Middle of the road stats are honestly perfectly fine to play the game with and the 'essential survival skills' are rather easy to train.

The game rewards learning and experimenting quite well, while I complain about the lack of tutorials I just want an explanation for the mechanics, but the mechanics themselves are rather interesting to pick up on, however this is also in reference to how diverse your experience can be if you take different skills and spawn in the same area, the way your focus of what you need/want changes depending on your traits honestly feels really nice and the first time exploring a town is an experience I wish I could delete from my brain so I could go through it again.

Other than all of this, the modding scene for this game is alive and well and has an abundance of lovely mods to augment your experience, though I do not enjoy recommending games for mods alone. So, making a note here that I think the game is still fun without mods.

Also, please follow the advisory on the start screen about only playing on whitelisted servers or with friends, public servers honestly kind of suck a lot but mostly because this game does have very easy ways for players to just permanently ruin the experience for new players.

With all that being said, this game just gets a solid recommend from me because I feel like it's actually one of the few harder-core survival games I keep coming back to. This is normally not a genre I like and this game is exceptional. The devs are continuing to update and improve it and likely won't be done updating for the forseeable future, the mod scene is alive and well, and the overall community is alright.

For the record, I found this game because of AmbiguousAmphibian's videos so if by some miracle he sees this review, just wanted to say thanks.
发布于 2024 年 11 月 1 日。
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总时数 693.1 小时 (评测时 72.9 小时)
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I've spent a while playing this game so far, and no I haven't done everything and gone through every nook and cranny yet but I've had a lot of experience with the baseline features for this game. I'm going to preface this with the negatives and some critique. This critique isn't damning, since the game is in beta and this is all VERY liable to change, possibly even within the next update and a lot of the issues I have are shared by friends, so I imagine I'm not the only person experiencing them.

Firstly, there's some issues regarding clarity and the functionality of a few base systems. I'm aware that experimentation is important, but I genuinely don't think people know that broken tools still work, just slower and don't do as much damage. (Hammers and Knives notably and any weapon even broken can break crates). You can throw some items (Rubber band balls, bolts, bags of...you know and so on) which actually works as an amazing tool for distracting enemies. One of the LARGEST issues I think with lack of visibility is in skills and what each 'level' ultimately adds, The game doesn't tell you that a powered workbench stops enemy spawns in its radius (unless spawned by the purple 'weird night' events). I feel as though buffs should also be more transparent with what they do in most cases.

Secondly there's a few issues with the 'character building' namely that I don't feel as though the skill bonuses and starting gear (yes some of them have starting gear) don't really make for an interesting enough bundle to offset the bonus of a BUNCH of extra perk points. I don't think the free perk points should be nerfed or removed either with the blank slate option, I just feel like the starting bonuses for the other jobs are rather lackluster. I think giving them a big jump on the levels of their skills instead of a small bonus would be nice, so people can get right to the things they like doing with no grind, while people who like the lategame scaled bonuses can enjoy the blank slate option.

The third big issue I had was in regards to weapon balancing, The most heartbreaking was that I feel as though heavy weapons are extremely underwhelming. The fact you cannot power attack with them and they seemingly do not benefit from respective weapon perks or levels is a little disheartening. They're slow, clunky and overall very hard to actually use. For the strength investment and the downside of how clunky they are, I honestly expected them to feel more impactful, but they're often a liability when compared to faster weapons. I found myself using simpler weapons, as the ability to use shields or their power attack/throw was far more rewarding than having 0 options. I honestly don't mind the gun balance, I just wish firearms were conventionally repairable

And that's kind of it for the things that have kinda gotten on my nerves the most with how often I engage with the systems regularly. There are some standalone issues but I'm not going to complain about those here.

As for the positives in this game, there's...There's a lot.

A lot of the jank adds to the charm. Physics bugs, ragdoll issues, vehicles not behaving conventionally, enemies getting stuck in places they shouldn't. This isn't even just a 'nostalgia' thing but it adds to the emotional whiplash this game will give you (in a good way).

The overall tone of the game is rather great, which is important for games trying to pull off any type of terror or horror, it doesn't do jumpscares and instead builds tension through regular gameplay and uncertainty. The mystery of it does go away once you see what's in the darkness, but scares naturally go away once you understand how they work. I honestly hope the devs NEVER add a conventional jumpscare.

I actually really like the basebuilding. I didn't know I wanted an office-supply based base-building game where I can just live in my desk fort until it came along. It's a perfect environment and satisfies this itch I never knew I had. It feels satisfying to a large degree and I honestly love the notion of having to pack up and move 'main' bases as you progress through the game. If you end up playing, I highly suggest leaving your bases instead of entirely scrapping them when you move on. It makes for a wonderful experience going from the first base you built all the way to the last and seeing just how much progress you made.

The looting is extremely satisfying and feels wonderful. Carrying around a vacuum to just break everything and eat all of the resources feels just...good. I hope we get upgrades for it in the future. (For the love of god, pick up every screw and stapler you find. You will thank me later)

The writing in the game is honestly really entertaining, and the lore is interesting without being too derivative. I applaud the creators for being willing to do new things while wearing their inspirations on their sleeve. Many people may consider it 'unoriginal' to create a game with obvious inspirations like this, but the only real 'secret' to originality is learning to disguise your sources and I honestly think that people are so caught up on originality but trying to keep things market-friendly that they forget what it's like to just have fun and embrace the things you like. You could know NOTHING about half-life, SCP Foundation, silent hill etc and still appreciate this game because it brings enough of it's own ideas to the foundations it builds on. It's not trying to strictly be 'half-life', or those other things. It has its own identity, it just looks a lot like the others on the surface because the game isn't coy about where it's pulling from.

Now for my favorite thing. A game that has made cooking feel actually satisfying and worthwhile with things like making a soup. Logistically does it make sense that a natural fatty porkchop gives you less hunger restore than an eighth of a gallon of water with a single can of peas and an entire salt shaker? Nope. But it DOES make a lot of gameplay sense, and it feels so much better actually doing the 'survival' aspects because it feels rewarding making the recipies. The buffs last a long time, the hunger/thirst restores are nice. Even if you make 'bad stew/soup' it STILL refills more hunger/thirst than those items would have restored on their own (Both the water used in making it, and the food items put in) by an order of magnitudes. No I do not think it needs a nerf, it feels wonderful and satisfying to manage. This is the FIRST survival game where I found satisfaction in being the group chef because people legitimately had no clue how amazing the cooking stat is.

As kind of a closing statement on this long rant constituting a review. This game will have its flaws, even after it's done. I'm glad to enjoy this game as much as I do, and this game has kind of struck a nerve with me in a good way. I can't recommend it ENOUGH to people who enjoy the aspects of any of it's constituent inspirations or core gameplay genres. At the end of the day the thing that I think I latched onto here is the feeling of growth. It has DNA from just about everywhere but it's not strictly derivative, it's using good foundations. The narrative has that right blend of sardonic comedy mixed with absuridsm that your suspension of disbelief becomes pliant enough to enjoy whatever it throws at you without shattering itself or the core tone of the game.

This game has a good foundation, and I'm going to gladly and eagerly wait to see how it develops from here. I may update this review come the next major update. But it's a resounding "YES" for this game.

EDIT: Around the time I posted this, the developers fixed one of the big issues I had by buffing the related item, like...around the same day. Removed that section
发布于 2024 年 5 月 9 日。 最后编辑于 2024 年 5 月 12 日。
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总时数 0.0 小时
Math-wise, this isn't a horrendous value, but also I can't stress enough how much I dislike the idea of time-gating cosmetics. I do not want to see this repeated. I would go into detail but the higher up reviews summarize and echo my feelings on this much better.
发布于 2023 年 12 月 17 日。
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总时数 23.9 小时
Honestly a really great game ESPECIALLY for the price point.

Pros: Great aesthetic and atmosphere, spritework is gorgeous and the sound design and music leave very little to be desired. The ONLY hard criticism that I have about any of the spritework is I was hoping that the spider would change animations once you got the higher speed upgrades. And honestly that's literally the only disappointment in the spritework. Which all things considered, is a fairly minor gripe.

Gameplay wise, the game has some faults, but a majority of them are entirely intentional and based on the core mechanics of the game. For example, there's clear power differences between the different modules you can find. Bomb module is...honestly basically useless compared to any of the other deployable modules.

I like the upgrade system, this is a game where the metaprogression is the intended way to progress further in the game. It's a return to form for older arcade-style flash games where failure was inevitable and you were expected to do multiple replays. Which brings me to the thing that I loved most about this game, the progression curve. The fact I was able to always get new upgrades every playthrough and the blueprints for new upgrades felt fairly paced out that I always had new toys was perfect, and I only ran into issues with finding blueprints when I had a single blueprint left.

a lot of the reviews I see talking about the 'rarity of blueprints' and/or the rarity of the ciphers you need for progression I don't feel actually progressed through the game that much, because I'm fairly certain that the game always generates at a few new blueprints (if available) and always generates 5 of the ciphers (the amount you need to 'beat the game'), as long as you need them still. You just need to explore every cave that you find (and once you obtain the cave scanner upgrade, which is permanent you can tell if a cave has an item of interest, and how many). I had very few issues with this and finished the game (and 100%'d it) after just 7 runs. (Ignore my playtime, I left it open while sleeping a couple of times). Each run until you beat the game WILL take an hour or less.

Now, for the mechanical side of weapons, I feel like the weapons are the weakest point of this game's design. It's such a binary between 'good and bad' weapons that it's honestly ridiculous. Any weapon can be good against regular mobs, but you basically shouldn't upgrade any of the arcing weapons, or close-ranged weapons until after you 'finish the game' once. Which is a shame, because I actually adore the feel and sound design of a lot of the guns, but they all pale in comparison to things like the railgun or laser machinegun. I LOVE the shotgun, singularity gun, and both bomb throwers but they feel so useless since they can't even target the bosses unless extremely upgraded (which you won't have access to the resources needed for those upgrades in most playthroughs while progressing).

However, the gap in gun 'usefulness' feels intentional at times, so I feel as though it may be a 'learning curve' problem of figuring out what's good and what isn't for the player, but it still doesn't feel good to experience.

The game itself is rather short and the lore/plot while interesting, is certainly nothing terribly amazing (though I do like it). I don't like doing the 'I want x amount hours in entertainment for dollar spent' but if I were to do that in this game, it certainly provided far more than I paid for.

It's also worth noting the game is also due to receive a free update at some point, and the game is still being actively maintained even if it's essentially 'done' with the basics of all of the regular gameplay.

all in all this is like a 8.5/10 would recommend.

Also, a tip I found rather useful: If you dip into the first layer of the opposite direction you intend to go, it's highly worth it because the first resources in the upper and lower parts of the map are highly used for early, powerful upgrades, and splitting your efforts into a single early detour pays off massively. (don't worry about this too much for your first couple of runs)
发布于 2023 年 6 月 28 日。
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总时数 1,469.6 小时 (评测时 1,357.6 小时)
Pretty great idle game, honestly worth the price. The full game is available on web for free. If you like idle games this is an insta-buy, If you don't give the web version a try. The dev puts a lot of work into the game and is worth supporting. As of this review the dev has put out the beta for the final (current) building, but the game is far from done and gets semi-regular updates once every few months. He's planning on adding minigames for every building so you constantly have new features to muck about with.

Pros:
Fairly expansive content
Worth the price (5$ and the game only gets into its heavy grind about 4-5 hours in which is honestly fun for me, I only stopped unlocking new features a few days in)
Advantage over the web version is that mods are easy to manage and fairly plug and play (Automating parts of the game that suck, autoclickers, and so on)
Saves are cross-compat, and actually give achievements on steam when ported from web to steam.

Cons:
Sugar lumps are kinda my least favorite system in the game. You basically only get 1/day unless you micromanage the hell out of the farm, get really lucky, or set up a unique pair of bonuses in-game that kneecap you (compared to other bonuses) but shave minutes off of getting a sugar lump every day. You use them to upgrade buildings for permanent small bonuses, and can be expended. However you also need to hover above 100 of them because there's a bonus that gives you a 100% production bonus as long as you have 100.

Uhhhh this is petty and is just a consistency thing but:
Honestly don't like how only some some shadow achievements are on the steam achievement tracker despite not being expected to be unlocked in-game. The easier ones aren't tracked, and only the ridiculous ones are tracked. I guess that's a pro for some, but like Gaseous Assets and Seven Horseshoes is pure tedium. Endless cycle is fairly easy (just annoying). Tl;dr, shadow achievements are 'unfair and don't offer bonuses in-game' while in-game all achievements give a small modifier or have some side-effects when unlocked. Feels weird that only the unfun ones are listed as steam achievements. I just wish it was a 'all shadow achievements are tracked' or 'none of them are tracked' via steam's achievements.

Do not be ashamed of using an auto-clicker or some of the automation tools, however I'd recommend only using the automation tools after a week or two of playing, or when the game's tedium gets on your nerves.

You do not want to get carpal tunnel over a funny numbers go up game.
发布于 2023 年 4 月 1 日。
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总时数 4.1 小时
That's beans
发布于 2023 年 3 月 20 日。
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总时数 211.4 小时 (评测时 147.0 小时)
Game would be fun, but since the survivors of the void update, my game freezes when I try to actually play it. I've updated everything, reinstalled, performed every bug fix that I could. It just stopped working on my machine. I decided to wait until the next patch, as I've submitted tickets. Well, the next bugfix came and the game is still broken. I've been unable to play this game for a couple of months now and I'm kind of ticked off. Especially since it's only unplayable after I've long passed the 'no refund' point.
发布于 2022 年 5 月 29 日。
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总时数 3.4 小时 (评测时 1.4 小时)
This game is very very good and I do not like how it makes me use my brain sometimes. I rate it a Snakebird/10
发布于 2022 年 5 月 29 日。
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总时数 22.4 小时
Can't play due to sudden requirement for hardware that the game did not initially require. Spent around 22 hours in the past few weeks getting into the game again after playing on JP for ages and suddenly got locked out of being able to even play the game. This is a terrible practice and I hope that they undo this requirement somehow, but I find it unlikely as it's the result of an engine change.
发布于 2021 年 6 月 8 日。
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总时数 241.5 小时 (评测时 241.1 小时)
This game WAS pretty fun, and still has one of the best building gameplay cycles of a building/survival game I've played in general, however there's tons of restrictive systems now, and while you can turn those off, it doesn't stop rare components or other such materials from eluding you.

Hover vessels are still worthless due to shoddy hit detection and inability to go over small rocks, unless you want to just use them as transports, however it's more fuel and time efficient to just make a single booster flying chair to transport your stuff for you.

It's generally not worth it to build capital ships as bases anymore, and inventory management is a nightmare for similar reasons. The new mass system is also awful (But can be toggled off). The issue with this, though is that you won't find many servers with these features turned off.

I decided to pick up the game again, only to get thrown through an honestly hamfisted and very...annoying 'story' quest sequence. The writing was pretty bad, and even used emotes in some sections in the introduction dialogue. Also with several quest objectives, which while skippable...This 'story' chain should not even be in the game in the current state it's in, with all of the grammar issues, clunky dialogue, and all around uninspired writing. I do not understand why that story 'mission' is there, at all.

I used to come back to this game and spend dozens of hours at a time just...blazing through the game, I've reached mid-late game many times.

Now, for the biggest reason that I'm giving this a negative review, this game is NOT 1.0. Nor should it be seen 'out of early access'. It's STILL in early access.
发布于 2020 年 8 月 7 日。
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