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Crosshack 最近的评测

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有 4 人觉得这篇评测有价值
总时数 27.8 小时 (评测时 27.8 小时)
抢先体验版本评测
Fun core game held back by terrible UX and grindy midgame.

At its core, Torchlight Infinite looks great and plays great. Skills are fun to use, the graphics style is one that holds up well under a more visually heavy mid-late game and there aren't many fights that have mechanics that I wasn't a fan of at all. The first few chapters were actually a lot of fun to play my way through.

Where things started falling apart were the bit of the story after the real story ends where you're basically just told to run maps. When you get to the nether realm, you have a LOT more maps to run. Now I understand that the point of an ARPG's endgame is to run maps, but the grind to get to the real REAL endgame (from what I can tell) is locked behind levelling up a whole bunch of time marks which is a tedious and boring process with no real way to speed things up -- like, I don't want to have to level up the glacial area up from 2 till 6 when I already have steel forge at 6. Still, it's not my biggest gripe with the game.

The biggest problem with the game is the UI and the UX. It's obvious the game was designed for a phone screen because there is absolutely zero extra KBM integration apart from the bare minimum of pressing keys to open up certain menus. There is no right click functionality, no drag and drop functionality, no hover functionality etc. that you'd expect from a modern pc game.

Want to equip an item? Click on the item then click equip (as opposed to a right-click or ctrl-click). Want to move items around? Bad luck, you get a singular sort button and you have to like it. Want to switch from your inventory to your skills menu? You can't -- you have to exit to the main game and then open up the skills menu. Accidentally open up the wrong menu? You need to wait for the entire animation to finish playing before you can back out. Want to look at advanced mod descriptions for all your items? It's 3 clicks for every item you want to do it for (and for my build it was necessary since I only cared about base damage, not DPS). Want to read a talent that is underneath the description of another talent you've selected? You have to click all over to make the window disappear (a common theme with the UI) because it just refuses to do so sometimes first. Want to allocate 3 points to a talent and clicked too fast? Whoops, you only allocated once and additional clicks just disappear into the ether (in general, doing things too quickly in menus punishes you). I've also just remembered the auction house...I could legitimately write pages on how badly the UI for the AH was designed. One of the most important and build-enabling parts of the game just also happens to be one of the least usable. Shoddy search and filtering of affixes, no price filtering, stuff that displays but you can't buy, no price sort (?!?!?!?!?)...the list goes on.

None of the things I have listed are deal-breakers on their own, but put together it makes theorycrafting an absolute pain in the ass and completely killed any inclination I had to keep playing. I do appreciate the ability to find out what most things mean in game in the help menu, but there is no search bar (and search bars in other parts of the game just flat out don't work). Also, the game needs a better internationalisation pass because there were several tooltips that I genuinely struggled to understand (+x% additional damage to life; is that a good thing or a bad thing? More damage to life bars or do I hurt myself instead?).

It's a shame because I want to reach the endgame. I just can't bear to put myself through the midgame and those horrible menus to do it.

On the subject of microtransactions and P2W it's mostly cosmetic but new heroes do seem to be gated in some sense (didn't really check that out since I only had one character)? I can say that packbonds (a small number of which you can get for free and the rest you have to lootbox for) have a very minimal impact on the way you play apart from autoloot (which doesn't loot the really valuable currency drops for some reason?) which you can get from the free tier of the season pass anyway.
发布于 2023 年 2 月 5 日。 最后编辑于 2023 年 2 月 5 日。
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一名开发者在 2023 年 2 月 7 日 上午 1:04 作出回复 (查看回复)
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1
总时数 17.8 小时
Initially a lot of fun but has serious issues with depth

There are a lot of good things to like about this game, but it is massively held back by a lack of depth in its core mechanics. Whilst the story and writing are leagues above that of the pokemon series (its main competition), that isn't enough to overcome the fact that whenever you stop scrolling through dialogue the game becomes a very repetitive grind until you get to the next story beat.

There is no complexity to battling since damaging moves deal so much more damage than status moves. Additionally, some nexomon learn moves at higher levels that are completely useless which just makes you question why they were there in the first place. The lack of unique or nexomon defining moves (can't speak to legendaries since I didn't get that far in the game) to differentiate between nexomon means that you basically just want to get good type coverage of ultra/mega rares and call it a day.

Catching nexomon adds a minigame that was interesting initially but quickly became a chore since it literally doesn't change...ever, and it seems like there is no incentive to do it quickly as long as you finish it within the time limit. The mechanics around food and nexotraps are also very one-dimensional; while food is an interesting addition it is mostly useless due to the existence of whistles and the fact that nexotraps are just so good and nexotraps literally fall into 3 categories: normal ones, ones that are good against a certain type and ones that will always work. When the core tenet of your game is this straightforwards its easy to understand why one could get bored of it. It WAS interesting for the first 10-12 hours I played but the lack of anything new being introduced past a certain point really started to make things drag.

This extends to other systems as well like the mining systems to make cores. Initially, cores were super interesting. However, the game gives you access to every single type and level of core instantly with no way to recombine and salvage the crappy ones that you might have found or started off with. This leads to an interesting mechanic on introduction that quickly becomes stale and rather 'set-and-forget'. Additionally, these cores only provide numerical benefits; they don't change the way your nexomon might fight in the same way that a focus sash or an air balloon would. In fact, there just aren't enough ways to differentiate nexomon between each other, since every nexomon of the same species is a carbon copy of the next and the only way to customise nexomon is to put cores on (mostly marginal number changes) or ...level them up? Even the potion system is barebones. There is no depth anywhere in this game.



Secondly, the game suffers from a lot of qol issues. There should be no reason why the game completely ignores the action of HOLDING A BUTTON DOWN. If I want to hold down a button to scroll through dialogue once it finishes displaying I can't. If I want to scroll through a menu I have to press down the down button 5-6 times. The interface designs for slotting and reorganising cores is archaic. There is no way to swap cores; you have to unsocket all of them and resocket all of them. Additionally, the game never remembers where you last were in the core menu so if you had 4 of a core that was at the bottom right part of the list that's a whole bunch more button presses that don't need to be there!




Finally, the game has some clarity issues. Certain mechanics are hammered into you a million times (hey did you know that you need a pickaxe to mine rocks) whereas other mechanics are either barely hinted at or not mentioned at all (like the fact that mining purple rocks heals all your pokemon or any way to tell which nexomon are dragon types). The biggest culprit of this is pokemon moves. Often times I've seen a nexomon use a move I haven't seen before but before I can read the move name, it's gone (it didn't matter since it was almost always a support move that loses the fight anyway). In the pokemon games, if a pokemon uses calm mind, the game tells you what happens after. In this game, you have no idea what happens when a stat buffing move is used by the other side. On top of that, I still don't really now what a lot of the status moves do. What the hell is 'demotivated' and how is it different to 'paralysis'? Does frail only make physical damage stronger or does it work against all damage? Nobody knows and nobody knows where to look to find the answers.


I think my main problem with this game has been made clear. If this was a cheaper (and shorter) game then such shortcomings would not have had time to surface. However, for a game that is this long for it to have all it's mechanics introduced so quickly before leaving the player with a content drought is almost unforgivable. It's a shame since I was somewhat attached to my team, but I realised that there was nothing for me to be excited about obtaining after a certain point. Everything (except catching the legendaries) had already been done. I know this review seems overly negative but it has been an extraordinarily frustrating experience watching something that started out as being so much fun to play (I was recommending it to other friends initially) turn out to be this much of a dud.
发布于 2022 年 7 月 24 日。 最后编辑于 2022 年 7 月 24 日。
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总时数 2.3 小时
This game is not recommended for everyone. I ended up refunding it because it wasn't for me. However, I can appreciate what it was trying to do. I thought I was going to get a story-driven text-based rpg with some tabletop elements. This is not that. This is a very comprehensive and well-thought out venture simulator, where the whole point of the game is to manage resources (of which you get very little) against the many many many risks you run into while trying to turn a profit. There is also some story there, but you should only buy this game if you like having to do a lot of micromanagement on a knife's edge.

If that's your thing, however. This game is perfect for you. I did run into one minor graphical bug but apart from that the writing is solid, the voice acting good and the music hits pretty well.
发布于 2021 年 10 月 12 日。
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总时数 0.9 小时
The sound track is pretty solid and the maps are generally quite good. I did have a bit of trouble going from the tutorial into the main game (for some reason esc doesn't work in the bit where you can walk around the vending machines and etc) and it is a little unintuitive to have to go left when there are two doors and it's a little hard to tell when you're going through the door. However, this is a minor quibble.

My only big complaint is it is very hard to catch certain hits that you need to get when the side changes. It's very frustrating to essentially be forced to memorise certain sections because it is impossible to react to hits that happen pretty much instantly after the side swaps. If the creators can fix this one issue the game will be much better. Love the art style and the mechanics as well.
发布于 2021 年 7 月 17 日。
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总时数 18.6 小时
Great game with good mechanics and fantastic voice acting. Have just beaten the final boss, but there is a lot more to the game once you have done so. I will note however that that part seems a little grindy, but there is a huge amount of depth to the game so maybe it won't seem that bad?
发布于 2021 年 7 月 10 日。
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有 1 人觉得这篇评测很欢乐
总时数 4.8 小时 (评测时 0.9 小时)
This is the most intense game I've ever played, and it's not even close.

The way difficulty scales from level to level is quite something. I love how you're allowed to choose how difficult you want to make the game for yourself by going for extra style points or just trying to struggle your way to the end of a level. I also love how quickly you can go from trying to chain slams and perfect turns together to the 'oh ♥♥♥♥' survival mode (and back again!). Great game and it holds up even now. This experience is a pure adrenaline white-knuckle ride from start to finish, and after the initial few easy levels I found myself unable to play for more than a single level at a time. The ending part is also quite something else.

If I had something to complain about, it was that levels 7. 8 and 9 (not the bit at the end, that part is fine imo) had a few sections that were literally impossible to react to; generally corner walls that don't come into vision until it was too late or when the track crests a hill and there's a button you need to hit just over the top, although the latter isn't as bad since it doesn't do damage to you. Like I said before, the game's difficulty scaling is pretty much perfect and leaves you feeling challenged all the way through (man, going back to level 1 really throws you for a loop), so it feels especially jarring when you do run into one of these 'unfair' segments. Apart from that, I feel as though the controls on the multi-rail sections to be a bit sluggish (on keyboard) and it led to me skipping many of those sections as it was very difficult for me to navigate through those on reaction. Sure, both of these issues can be solved by a little bit of repetition, but I feel that Thumper is at its best when you DON'T know what is coming up and juuuuuust barely hanging on for dear life. Regardless, this is still a hard recommend from me. You may think level 1 is a bit easy, but rest assured it won't remain that way.
发布于 2021 年 7 月 1 日。 最后编辑于 2021 年 7 月 20 日。
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总时数 28.4 小时 (评测时 17.9 小时)
If you liked the first, you'll like this one as well. Loved the spirit trails by the way.

Would be happier if there was an option to dash (in sand/water) towards ytour mouse instead of having to use the arrow keys
发布于 2020 年 12 月 30 日。 最后编辑于 2021 年 1 月 16 日。
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总时数 1.0 小时
It's a good game with some pretty fun movement mechanics (it reminds me of S4 league quite a bit, if anyone here has actually played it) -- it's not immediately clear that using your Q heals you to full, but otherwise the controls are pretty fluid.

The combat is not bad but your shotgun feels like a complete peashooter oftentimes and the flying drones are quite frustrating to hit (or you are hitting them but because there is no stagger animation it doesn't feel like you are) but it's fine for what is essentially a demo.

I am not a fan of how the homing missiles can't really be juked consistently, and I am definitely not a fan of the final boss fight. I don't like it because there are large chunks of time where you are just standing there waiting for the bosses next move (the boss is invulnerable for most of the fight) which makes the final fight a bit of a chore if you have to repeat it more than once (which I had to lol).

It's still a fun way to blow an hour and definitely contains some interesting concepts that would be fun to see in another game.

Graphics are ok. There aren't many animations but again, tech demo game so I'm willing to overlook it. The whole thing just needs a bit of polish, that's all.
发布于 2020 年 12 月 23 日。
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