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有 8 人觉得这篇评测有价值
总时数 9.8 小时 (评测时 4.7 小时)
This game is under priced, I'd easily pay $15 for it. The graphics are gorgeous, the game play is addicting, the balance and progression are spot on, and the content is plentiful.

If you've ever played noita, the way you create your attack is very similar to the way you build wands in noita. You get organs that can trigger organs under certain criteria, attack, apply and buffs/debuffs. You can upgrade every organ, and a large component of the game involves replaying stages to farm organs to make yourself stronger. Every stage has 2 different organs you can get, so you need to plan out your build and go collect the organs to complete it.

There is more to explain and explore about the game, but I'd say that is the most important mechanic. I'll leave the other game mechanics for you to discover when you play for yourself. There is also currently a development road map, so I assume the game will only get better from here! If I were the dev, I'd probably raise the price a little after the road map is completed, maybe $10 at least.
发布于 2024 年 11 月 16 日。
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总时数 6.7 小时
Fun little game. I do think the game gets a little repetitive, and I find the different varieties of buggos you can unlock end up kinda hindering your ability to win, so it's easier to just unlock and upgrade a few that you want to use. For the price of the game though, definitely worth a try.
发布于 2024 年 10 月 23 日。
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总时数 51.2 小时 (评测时 16.5 小时)
Super creative and fun city building roguelike! I love that there are so many fantastical creatures, and the fact that you can just tame these goliaths is pretty alluring. The roguelike elements work way better in a city builder than I expected. You basically place down your campfire, which gives you a range to build in, and unlock a house type that gives different buffs to your village. Your thinker can then explore the map to discover new buildings that produce food, resources, or trains villagers into soldiers. When you finish a game, you get karma, which you can use to unlock more buildings to find in your games. There are several creative areas to unlock, each with different building strategies, and there are several different thinkers you can unlock to play as. Each thinker has a loadout of festivals that have useful abilities for your village! I experienced a handful of bugs, but for the most part the game is very polished and runs well.

For the developer reading, here are some bugs I encountered so far. I had an enemy attack me and build ladders on my land, and I was unable to destroy or deconstruct the ladders, and the villagers got stuck on them and bricked their path finding. The ability to destroy or deconstruct any building would probably be enough to fix this. I also had build a floating platform that happened to be near a cliff. The villagers routed to the top of the cliff instead of crossing the platform when I tried to have them cross, and the platform was not able to be deconstructed. There is also a bug where when you put villagers or soldiers on a strider with a platform, and have them jump off, the rider's icon does not clear from the menu. This doesn't stop the functionality, it just makes it very confusing. Purely a visual bug. I also had one round with an inexplicable lag spike, but I couldn't figure out the cause. The village was not large, I didn't see anything crazy going on, and after a few minutes the lag went away. I have seen the occasional floating enemy units, but that doesn't really bug me. This may sound like a lot of bugs but honestly they are not very common from my experience so far, so do not let this list of bugs deter you from trying this game.
发布于 2024 年 10 月 23 日。
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总时数 11.3 小时 (评测时 4.0 小时)
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So this is a good game and I highly recommend checking it out if you like roguelike deckbuilders, but, I am writing this review to give some constructive criticism to the developer.

Edit: Literally the day after I posted the review, the dev released an update with balance changes, and the game feels significantly better. I will leave the old constructive criticism in my review just as a window into the development history of this game I suppose. Thank you dev!

So I haven't played the game much yet, and so I probably just haven't learned the mechanics well enough to do well consistently, but I think that the initial difficulty of the game is way too high. The first or second run I did was by far the best run I had, despite future runs having better cards, more resources spent on upgrades, and more knowledge about how the mechanics work. When I play a game for 3 hours, I expect to feel as though I have made progress in those 3 hours. I have unlocked many things, and as a player, I expect that unlocking things will allow me to progress further in the game. Instead your difficulty curve is just a flat line. The game doesn't allow you to progress, it is sink or swim, and that is a good way to deter people from coming back to your game. I have a busy life, I barely have time to play video games anymore, and so I do not have time to dedicate to grind this game till I understand how to win. A game should get more difficult as the player's skill increases, that makes people want to keep playing your game. As it stands, your game is a good concept, it is built well and feels like a full game, it has sufficient mechanics to keep it interesting, but the thing it's missing is a sense of progress. Unlocking things isn't progress if the player doesn't feel like they are improving. It's just making the system more complex and messier before the player understands the basics they were given.

Here is a good first step to solving this problem. Get rid of the miracle cards on the first difficulty. I do not understand how the skull system works because I can't beat the game, but I assume each skull is a higher difficulty. Why is it that on the easiest difficulty, you add cards that benefit the enemy whether I play them or not to my deck? And not just for like special boss battles but EVERY BATTLE! Or at least nerf these cards on the lower difficulty. Isn't it punishment enough that I literally have to pay to use this card to prevent it from damaging me? Why does it also have to summon enemies or discard my hand when I play it? That would be a fun addition to a higher difficulty, but not base difficulty.

I would say a good rule of thumb is to act like anyone who is buying your game has never played a video game before. If you give your game to someone who has never touched a video game, they should be able to figure out how to play, they should be rewarded for getting better at the game, and they should feel like they are winning at least as much as they are losing. Losing is an essential part of learning. I am not suggesting the game should be so easy that it's trivial for a new player to win, but it should be easy enough that it's trivial for someone who is experienced in the genre to win, and advance to a higher difficulty that will offer them a challenge.

I would not have spent all this time writing this review if I did not see a lot of potential in this game. Perhaps you will feel as though you cannot make some of the changes I suggested because it doesn't align with your creative vision. If that is the case, I implore you to come up with your own solutions to the problems I mentioned. I will probably give this game a few more hours of my time, and then drop it until it leaves early access because I don't feel like I am making progress fast enough to justify spending my time on it.
发布于 2024 年 10 月 7 日。 最后编辑于 2024 年 10 月 8 日。
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一名开发者在 2024 年 10 月 8 日 上午 2:59 作出回复 (查看回复)
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总时数 20.8 小时 (评测时 11.4 小时)
If I had to give one critique, it's that big armies will lower frame rate, but I suppose going too big in any game would do that so not sure there is a solution. Super fun game.
发布于 2024 年 8 月 30 日。
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有 17 人觉得这篇评测有价值
总时数 18.2 小时 (评测时 4.1 小时)
Imagine complaining about a game being too difficult when there are easier difficulty settings and you can unlock all the content by playing on the easier difficulties.

This game is fun and unique. A roguelike tower defense game where you can only place towers within your signal range, and placing towers will increase that range. You cannot be afraid to use towers as disposable shields sometimes just to gain ground, and you must be willing to waste resources placing towers you know will be replaced by better ones. Levels have different rewards and you get better rewards for more challenging levels. Some unique level challenges could be mining resources, or saving energy to build a mission goal. The rewards consists of currency to unlock upgrades for your towers, and artifacts that give you passive buffs for the rest of the game. It looks as though there are over 100 artifacts in the game as of now, and the meta progression to unlock new content is as simple as trying out different artifacts.

When you first start the game, there are 2 difficulties unlocked, and beating the hardest available difficulty unlocks your next difficulty. The difficulties have their own names like officer and captain, so I'm not sure what the "standard" difficulty is, but I think it's safe to say the "standard" difficulty would be one of the default ones unlocked, in which case the game is not nearly as difficult or intimidating as other reviews make it sound. If you decide to increase the difficulty, yes it gets more difficult, and you will probably lose, and perhaps you even need to get lucky with what artifacts you find in order to win. That's kinda normal for a lot of games and idk why people are upset about it. I would be upset if you had to beat the hardest difficulty to unlock things, but to the best of my knowledge, you don't. In other words, this game is accessible. It's not just a brutal game that punishes you. It's easy for people who want it to be easy, and challenging for those who want a challenge.

Not to mention, this game is relatively cheap, and it's well polished as far as I can tell. No bugs, doesn't feel incomplete, it's intuitive and easy to understand. If you like roguelike. strategy, or tower defense games, give this one a try. I will surely play more when I have time.
发布于 2024 年 8 月 4 日。
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总时数 24.0 小时 (评测时 9.1 小时)
抢先体验版本评测
Deck building roguelike TD game where you build the maze the monsters travel in. Despite being in early access, it does feel like a finished and polished experience, which makes me very excited to see how it progresses.
发布于 2024 年 7 月 26 日。
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总时数 10.0 小时 (评测时 8.0 小时)
I am updating my review to negative. I am a big fan of clicker games, and automation games. This really felt like a game up my alley, but after replaying it again recently after taking a very long break, I realized it's really just not an enjoyable game, and I think I realized why.

I don't mind a grind, or even an active idle game; in fact I usually play idle games quite actively even when they can be entirely idle. The problem with this game is it feels like the progression is slow for the sake of being slow, and the limiting factors have been chosen relatively arbitrarily. What's worse is there is no description of what things do or how resources behave, so I hopped into this game after not playing for months, and there are new machines and their description doesn't adequately tell me what they do, and I place them down and they seemingly do nothing (because I'm not using them right but I shouldn't have to look up a guide to know how to use them). My hell gems are just destroying themselves when they get to 500 and I'm like why are they doing that again? Is there any way to increase that limit? Time keeps grinding to a halt and then speeding into fast forward and I have no idea why it's doing that, and maybe a few months ago I did know, but the game offers no answers. And it's not like getting the answer is a puzzle to solve, no, the game provides no means of getting the answers besides just accidentally stumbling into it. You are in a white void with machines you built, those are your answers. If I wanted to play this game, I would literally need to use a guide to have any clue what's going on, and maybe that's your cup of tea in gaming. When I play factorio, I play with a calculator and notes document, and I like that, but I'm sure some people would hate the idea of playing a game with a calculator and notes document lol. Maybe I will play more and look up a guide just to get the achievements, and follow other people's designs. Seems super boring but I want to experience what the game has to offer, I just can't do that on my own.

The machines themselves, my biggest gripe with them is everything is such a tiny range. Every machine only effects the machines adjacent on the grid, and you are just so limited with what you can design, how efficient things can be. And they get so expensive that you can't just buy more to compensate for the limit in efficiency, and if you come up with an efficient design, the machines get so expensive you'll build a tiny efficient design, then have to come up with a different design with the remaining unused machines cause they are still cheap, and the range of the machines are so small you can't use them all in one design to make it super efficient.

There are also things like the tower that reduces clutter on the screen. Why is that something you need to upgrade and build? I feel like that's something you should just unlock when you have so many resources per second coming in, cause when I can't afford the tower that reduces screen clutter, and my game is skipping frames because I have so many resources, that's just a bad user experience. I understand that the high price is suppose to be balanced so you only get the tower when you are making enough resources to need it, but that's just a bad way to balance it. Make the tower cheap, and make it so it doesn't unlock until you are getting enough resources a second to justify it.

Idk, I could keep going on about it. It's visually stunning, and conceptually interesting, which makes it all the more disappointing that the mechanics fall short. Reading my old review, I feel a little bad for my ignorance. I saw the warning signs, but figured the game would give me more efficient options and the slowness would be gone.

Old Review: Interesting idle game. Sometimes I feel like progress is a little too slow for a paid idle game, but it seems there are a lot of optimizations you can make so perhaps it feels slow because I'm not optimizing my strategy? Haven't gotten too far yet but excited to see what else the game has to offer.
发布于 2024 年 3 月 7 日。 最后编辑于 7 月 5 日。
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总时数 31.3 小时 (评测时 8.8 小时)
抢先体验版本评测
I decided to update my review because the game is out of early access now, and many changes have happened. It's still a rather small game, but it does feel complete. Here are the details and features of the game.

You and your assistant are fighting off waves of zombies, and as you kill them you gain experience. When you level up, you get to choose a weapon or weapon upgrade that will automatically attack enemies, and will sometimes buff your character. You earn gold throughout the game, which can be spent on permanent meta upgrades that will help you in your next runs. As of now, you can unlock 4 characters, each with ridiculously unique play styles, and 4 assistance with different small buffs. You can unlock 3 levels, and honestly more weapons than I care to count. Weapons all have synergies and can combine for some unique upgrades. Lastly, through completing the achievements, you can unlock some lewd (but not explicit) images. This game is absolutely worth playing, and it seems like they will keep adding more content even though they have gotten out of early access. looking forward to seeing what else these developers create.

Early Access Review: Fun little roguelike game. Pretty well balanced, and little to no bugs for early access. The only thing the game needs is more content, but even in it's current state, I would say it's worth the price without any additional content added. The basic concept is you are defending yourself from a nonstop flow of zombies. When you kill a zombie you get experience that allows you to select weapons that will defend your base, and upgrade said weapons. There are big elite enemies, and when you kill them they drop a loot box that gives your character a powerful upgrade, unlocks a free upgrade and some gold for a weapon, or if you have a weapon upgraded to the 3rd level, it will evolve that weapon into a more powerful version. When you have multiple weapon evolutions, it will unlock some synergy upgrades that makes your weapons even more powerful. Besides that, you collect gold to get meta progression upgrades like more experience or damage, and you try to complete the achievements.

It seems they plan to add more levels and playable characters, but as of now there is 1 level (with 6 stages of difficulty) and 2 playable characters, a ranged and a melee character. My biggest gripe with the game as of now is the translation for the game seems to be slightly confused at times, but for the most part it makes sense.
发布于 2024 年 3 月 5 日。 最后编辑于 2024 年 6 月 14 日。
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总时数 22.1 小时 (评测时 3.7 小时)
Addictive game loop of rogue like hack'n slash combat to gather resources and followers, then colony building and management to keep everyone happy and productive. Visually stunning, with a juxtaposition between cute characters and animations, and violent context and story. Just an overall fun time. Normally I wouldn't review a game this early into playing it, but I don't even need to experience all of the game to recommend it.
发布于 2024 年 1 月 18 日。
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正在显示第 11 - 20 项,共 93 项条目