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Mr. Coleman 最近的评测

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尚未有人觉得这篇评测有价值
总时数 3.1 小时 (评测时 1.7 小时)
A great successor to Splitgate. Very excited to see where this goes. EDIT: The battle royale mode is surprisingly fun - I think that it's quick and snappy, while removing all of the unneeded fluff that other royales bring.
发布于 2025 年 5 月 29 日。 最后编辑于 2025 年 7 月 14 日。
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总时数 8.4 小时
Really enjoyed this game! The ability to create your own weapon combos is very fun, especially satisfying when you discover a new combo that feels powerful. The music works really well.
发布于 2025 年 3 月 23 日。
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1 人觉得这篇评测有价值
总时数 2.5 小时
I'm so disappointed that I can't recommend this game. I was so ready to get invested - I customized my plane, I knew the mechanics, and I even turned the crew into a caricature of my IRL friend group.

Folks, there is no gliding mechanic in this airplane crisis management game. If you run out of fuel, or you lose your engines, you will drop from the sky like a ton of bricks. There's no altitude and momentum conservation. There's no skin-of-your-teeth hero landings. Just... what? I confirmed this on their discord too, they just didn't make that part of the game. It's so strange to me that such an integral part of any flight-based game would be totally missing. And with no rational either, gliding just doesn't work.

I'm also not a huge fan of the navigation system, either. I don't mind that you don't physically fly the plane as the player, that's an interesting mechanic. But like... why are we pretending that bomber crews would get completely and totally lost when flying above the clouds? Yeah, novice pilots got lost. But especially when you're heading back to base, you know your heading, altitude, and speed. You could at least get from mainland Germany to Britain if you paid attention.

Just glaring oversights that really diminish the tools that WW2 bombers actually had at their disposal, and what makes combat flying so interesting in the first place.
发布于 2023 年 12 月 3 日。
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1 人觉得这篇评测有价值
总时数 8.0 小时 (评测时 5.8 小时)
TL;DR 10/10 I'm in love with this game. Great game for the price, if you like roguelites you should pick this one up.

Wall World, to me, is a roguelite that has cut out the fat and only left the good bits.

First and foremost, the world building is great. The devs really nailed it here. As a player, you're given just enough information about the world to want to learn more. But... that's also the extent of available knowledge for the denizens of the game, too. You play a character whose drive is to uncover the secrets that have been lost - everything that you as a player discover is new to your character, too. I think it's really neat and gives you a sense of purpose and discovery that not many games have.

The gameplay and loop is really solid. Early progression is straightforward enough, but you'll have to experiment to eek out the efficiency to reach the next "plateau" pretty quickly. It's very satisfying to learn new ways to gain more time gathering resources and less time worrying about defending your spider tank.

The graphics and style are perfect for this game. You frequently transition from up close and claustrophobic caves to wide angle views of your travel up and down the wall. The sense of scale is very well done. You and your spider tank will look tiny compared to the backdrop of the infinite wall. The pixel art is great as well. Shout out to the animator that gave the only woman in the game (that I've found at least) an idle animation that has her boobies bounce. Appreciate ya. Thought that was funny.
发布于 2023 年 9 月 26 日。
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总时数 77.4 小时 (评测时 49.0 小时)
This is, without a doubt, the ultimate dopamine and relaxing roguelike game. An incredible little gem. The art style is just so pleasing to look at. I easily lose hours at a time when I play this game. Easy to pick up, very hard to master. I'm 50 hours in and I still don't know how to get more difficult unlocks.

Shout-out to the Devs for continuing to patch it as well. I'm very impressed - without fail, every bug or imbalance that I've noticed has been patched so far.

Also, I *LOVE* the unlock that essentially controls your character for you. It's a game within a game - the build that works when you have control does not work when the AI is in control.
发布于 2023 年 9 月 1 日。 最后编辑于 2023 年 9 月 4 日。
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总时数 2.2 小时
抢先体验版本评测
I REALLY enjoy this take on top-down roguelikes. Just exploding people into gore to eat bugs for xp... gives a certain je ne sais quoi. A great game for the price.

My few observations so far:
- I found it really challenging to get the 'prestige' level of any certain power-up. I'd frequently end levels with several 'crowns' left, but I'd only get ONE of my power-up trees to 10 if I was lucky and really tried for it. It would be nice to more easily spec hard into two or three attacks versus going wide.
- I found that I was outscaling several of the levels pretty consistently by the end of a run. Maybe I haven't gotten to it yet, but it would be nice to have a way to up the spawn rate of the enemies, especially because that effects how quickly you can move through the level. I felt like I could kill way more enemies at a time than were on the screen.
发布于 2023 年 9 月 1 日。
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一名开发者在 2023 年 9 月 1 日 下午 9:17 作出回复 (查看回复)
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总时数 5.4 小时
Fantastic little time sink. You really feel the progress you've made when you return to an earlier planet and just demolish it through 20+ rounds of prestige. Great game, really enjoy it.

My two requests at this point would be:
- Make it easier to tell if you're going into the next prestige level with the challenges for the planet enabled or not. It's really fun to get into the flow of beating a planet over and over, but it's a bummer to look back and see that my challenges were turned off for some reason or I forgot to turn them on.
- Momentum! Make it possible to build up momentum, especially if you fly up really high and drop back down. It would be even more satisfying if the 'explosion on impact' power-up scaled with your speed. Blowing up a whole planet with one impact? Sign me up.
发布于 2023 年 9 月 1 日。
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有 23 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 0.9 小时
抢先体验版本评测
I was actually really excited to play this game. The lore and world building immediately got my attention, and it looked like there would be several interesting paths that you could play out.

But then came the first combat, not one minute into the game.

I built my character to be beefy, quick, and to deal critical hits with a shotgun at close range. Sounds like a decent amount of damage, right? I also tried to make them persuasive. First encounter, no real options to talk your way out unless you spec'd into a specific skill, which I did not. Okay, cool. You can use your enhanced critical strike to just take one of the dudes out. It's a 1v1. My initiative should be really high. I have a shotgun. Boom, done.

Why. WHY. WHY does a tweaker meth addict with a club deal 2-3x more damage than I do with a shotgun right up to his face. Why does a club deal more damage than a gun AT ALL??!?!? Why does he have 3x more initiative than I do, after I specifically raised that very high, and I'm fighting a pockmarked covered drug abuser?

The game advertises itself on combat being a last resort and very dangerous. Devs, it has to go both ways. It has to be dangerous to us AND the enemies. If I get right next to a guy and blow him away with a shotgun, they need to die. Especially if that same NPC can merk me with an iron pipe.
发布于 2021 年 7 月 3 日。
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一名开发者在 2021 年 7 月 3 日 上午 2:22 作出回复 (查看回复)
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总时数 737.5 小时 (评测时 429.5 小时)
This game goes to show that when a group of passionate and skilled devs come together, they can create a wonderful piece of art. Battlebrothers is a sincerely good game that has been worked on and fine-tuned for over a year.
发布于 2019 年 7 月 1 日。
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总时数 42.5 小时 (评测时 40.5 小时)
Couldn't heap more praise on this game if I tried. Amazing engine, ragdoll effects, realistic death animations for enemies, stealth, ambience, campaign, co-op, everything. If you don't have it, get it.
发布于 2013 年 1 月 17 日。
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