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DoubleByte 最近的评测

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有 2 人觉得这篇评测有价值
总时数 489.8 小时 (评测时 457.6 小时)
Brilliant puzzle game, both soothing and stressful, and the campaign mode is a great challenge, if a bit more RNG heavy than the base game. Really satisfying to play and complete
发布于 2025 年 8 月 17 日。
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总时数 5.9 小时 (评测时 2.9 小时)
Fun game, a nice amount of puzzliness with a little bit of that sweet sweet roguelike randomness, but I will have to say that the negative reviews are also pretty accurate- the replay value is a bit lower than it would seem, and the unlocks don't quite change enough. For me, the core gameplay is fun enough that I'm pretty happy about the purchase.

I think my biggest complaint right now is the lack of multiplicative or build defining effects. For instance, there are a number of cards that all increase a town's population based on a condition, such as having a town with over 100 population. However, the conditions are all things you probably want to be doing anyway, and they don't scale; i.e having a single town with 200 population has no greater effect. I think by having guides and cards that reward more specific strategies (going "tall" with only a few towns, versus going wide and focusing on building roads whenever possible), would make runs feel less same-y

Also, the snarebunnies can rot in hell.

Overall, I'd say play the demo, and if you like it and are ok with getting about 4-6 hours of fun out of the full game, definitely buy it, because there is a lot of potential for growth and improvement.
发布于 2025 年 3 月 31 日。
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有 6 人觉得这篇评测有价值
总时数 1.7 小时
I highly recommend you get and play this game.

Is it a good game? Not quite; it doesn't come together into a cohesive experience IMO.

But it's really freaking clever, and I want to see what comes next, both in the game and by the developer. It's mechanically interesting, the puzzles are super fun, and there's just so much potential.

I can't say it's necessary the most satisfying experience; I played for under two hours and probably won't go back unless there are updates. But hot damn I can't deny that I enjoyed myself thoroughly
发布于 2024 年 6 月 16 日。
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有 5 人觉得这篇评测有价值
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总时数 44.9 小时 (评测时 12.0 小时)
I almost never write reviews. I should, but I never know what to say. This game however, this game is so freaking good that I needed to write one.

I love this genre of game in general, and this aesthetic. Card Quest, Dicey Dungeons, Slice and Dice are all among my favorite games. This one though...this one is special.

It manage to make all ten of its classes feel unique, even when they borrow mechanics from each other. It manages to let you make insane combos, while also working towards intelligent builds. Every level feels totally unique, and requires different strategies to beat. The relics that you can equip are never just stat buffs- they all have a cool effect, and most give you an extra ability from their associated class.

Here's an example, spoiler if you care about that kinda thing: One class, the Timeweaver, unlocks an artifact that gives you extra blue mana if you attack more than 4 times in a round (very difficult), but also gives you an ability that lets you have another round of attacks that costs blue mana. The monk has no abilities that need blue mana, but has an ability that doubles all dice that only have one attack.

So now you can take upgrades that give you blue mana, and have a good sink for it that works well with your other abilities.

But wait. This level has enemies with Shield, which reduces all non piercing damage by one. What if instead I use traps to capture enemies so I don't have to deal with that...



The build possibilities are both super flexible, yet feel attached to the character rather than one size fits all, which is honestly pretty difficult in this sort of game, and it makes the replay value truly amazing. At 6 dollars, this game is an absolute steal; having played it I'd easily pay $30+ for it. AND there's a demo!

Serious kudos to the developers. The only thing I could ask for is mod support, but it's a small team doing this as a hobby so zero judgement to them
发布于 2023 年 8 月 14 日。
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有 15 人觉得这篇评测有价值
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总时数 2.8 小时
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I almost never leave negative reviews, but I wanted to offer a counterpoint to some of the other comments here. Disclaimer- I only played single player, and it seems like part of the appeal of the game is multiplayer.

A combination of Darkest Dungeon and Slay the Spire, it lacks the charm or personality of either. It also feels like it is lacking some of the mechanics.

A core aspect of both games is the ability to see what enemies are about to do, and plan accordingly. Not only is this not provided by default, requiring a card play to do it temporarily, it also is fairly useless. In the ~3 hours I played, every attack was either "hit front" or "hit random" and so the correct course of action was "play the defense stuff, and then play attacks with my leftover mana."

Battles in this game tend towards the long side, particularly given that almost every enemy comp features a healer in the back row. However they also tend to be blowouts- either you win hard, or you lose hard. The biggest reason for this I feel is that the game has what feels like a dozen status effects, yet enemies can dispel them with ease and most are marginal at best. Nothing feels "good" to do. There are so many cards with effects like "turn poison into wet" that could potentially let you, say, poison an enemy and then hit them with electric damage...to do like 3 extra electric damage. Which you would have dealt with the poison anyway.

In my time playing, I saw no enemy repositioning effects, got no consumable items, and got microscopic level-ups to my characters. In addition, since you start from the beginning each run, there's no real feeling of growth or progress ala Darkest Dungeon.

Also, the event "roll to see what happens" trait is infuriating. Why add RNG to events? Why not just give me different choices with pros and cons? Instead you have a 41% chance to get a good effect, or a 59% chance to get utterly hosed.

This game feels cobbled together from other games, but in a way that didn't quite grasp what made them good or special.

Positive notes- graphics are pretty good, interface is mostly smooth with some quibbles (why can you ignite party members?), and the quest variety is nice. Although I didn't play long enough to unlock any new characters, it looks like there's a good variety of those too.

Play this game if you really want a multiplayer deckbuilder. If you're solo, play any of the other ones instead.
发布于 2022 年 7 月 28 日。
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总时数 0.6 小时
Short, simple, fun, good graphics and sound for what they are. I have zero objections, and I want more games like this
发布于 2021 年 7 月 1 日。
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总时数 32.2 小时 (评测时 32.0 小时)
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This game is an absolute gem. I am very picky about my roguelikes, and Qud is like nothing else. The complexity of some of the world, the innate and sometimes accidental humor, and the sheer amount you can do it in is inspiring. Ever since I played a mutant that could shoot fire from his hands, puff out a cloud of sleeping gas, and then watch as a bunch of incredibly angry killer goats fell asleep while on fire, I keep thinking about other shenanigans I can pull off. And I haven't even delved into so many of the other paths such as mind control, scrapping machinery, or any of the fighting style trees. The devs are also absolute gems. If you don't mind permadeath and occasional moments of headdesking when you accidentally grenade yourself in the face, get this game.
发布于 2019 年 5 月 12 日。
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总时数 0.6 小时
抢先体验版本评测
So, I'm seeing a lot of "received this product for free" reviews which is awesome! Glad people are reviewing this game. But, as someone who personally always is a little leery of those, I wanted to post a "I paid $10 for this" review.

And it was definitely worth the money.

There are glitches, it's pretty brief from what I can tell, and for the love of god the movement needs to be tweaked.

But it is REALLY. DAMN. FUN. (If you want to see gameplay details, I did a video of the beginning of the game here https://www.youtube.com/watch?v=jEMW8EhM1MU&feature=youtu.be )

There is a lot of potential here: the way the overworld is set up is really clever, there's a lot of room for cool kingdom building and exploration mechanics, and the combat is stupidly fun. I haven't been this jolly about attacking hordes of enemies since my Dynasty Warriors childhood. The slowmo action is great, I actually really like how floaty the physics are, and even the rudimentary stealth mechanics are enjoyable. My biggest complaints are a few interface weirdnesses (the character screen was very unclear and buggy for me, the overworld map moves really slow but also teleports you) and the movement. It uses grid movement, so W is always up, A is always left, etc rather than AD rotating and WS being forward back...but the game isn't on a grid, and you dash/shoot in any direction. Dashing actually feels better as a movement method than walking, which is baffling.

I was originally going to just try this out since it was just released today, say "its cool" and then wait for future versions, but I'm actually going to go finish the Early Access.

So quick pros cons:

Pros:
Fun
Cool combat
LOTS of potential
Designer seems nice and dedicated

Cons:
Obviously a few EA bugs
Moving on tactical map is really slow, but also serves as fast travel which isn't explained.
For the love of god make the movement turn with AD and move forward/backward with WS.
发布于 2017 年 1 月 28 日。
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总时数 74.4 小时 (评测时 17.2 小时)
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So I'm two hours into Darkest Dungeon. Here's my off the cuff review of it:

Story/Atmosphere: The opening video is actually good enough that I watched it, something I rarely do. A nice framing for "y u go into dungin?" but not oppressively specific. Dungeons are also thematic, but so far haven't felt distinct enough.

The game is gorgeous though, and the sound design is decent. Overall, I'd say 8/10

Gameplay: For being turn based gameplay, it is really satisfying. You are only getting into a few fights per dungeon (I'm getting around 5-6 for the smaller levels) and each fight is about 5 rounds. There's no button mashing, but there's no intense action paralysis either. I do wish there was more distinction between status ailments: I don't really see any difference between blight and bleed so far, except you need two different items to cure them.

That being said, it is turn based combat, which isn't everyone's bag. Plus, team positioning sort of matters, but enemy ranges arent very apparent, so value of knockback style moves is a bit opaque. Additionally, the classes all have a variety of damage types, so they feel sorta similar. Not cripplingly so, the Crusader/Bounty Hunter/Hellion all feel pretty distinct for melee characters, but the Leper isn't that different.

Overall, I'd say 8/10 if you really like turn based combat, 6/10 if you are playing this more for atmosphere.

Madness: So the thing that is really hyped about this game is the stress and ailment system. This is obviously going to be the hardest thing to balance, and the game is in early access, so I'm not going to be too harsh.

Firstly, the buffs and ailments feel too hidden- you only see them in a menu, and there's nothing in combat to let you see if something actually had an effect. I would love to see, rather than something like a flat 5% decrease in damage against undead, a little message flash that says "Necrophobia" when you attack an undead monster, or even just happen the first time you do so in a combat.

Second, stress doesn't feel like it matters that much. If they go nuts, Things Are Harder, but I didnt see any difference between Abusive and Irrational save flavor, and didn't see Selfish do anything at all. Plus, unlike the typical malus quirks, you can't mouseover and even see what they do.

Third, the party system feels a bit weak. There's no penalty for booting party members, and no cost to get new ones, so a weak leveled character that's going nuts can just be booted and replaced, allowing you to focus on keeping 3 or 4 guys healthy and using the rest as meatshields. There's also a camping mechanic that I presume will prompt more character interaction that just isn't really there in the early levels, and I think that may sway my thoughts quite a bit. I think it should steal a bit from Dungeons of the Endless and have more class-based interactions during levels as well.

There's a lot of potential here, but they need to make things feel like they matter more. 5/10 for now.

Overall, I'd give this game a 7/10. It's well worth trying out even in early access, and I'm having a lot of fun, but there's a few things that make it feel a bit generic, and it really needs to be less mechanically opaque.
发布于 2015 年 2 月 8 日。
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