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Filthy Mickey 最近的评测

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总时数 9.3 小时 (评测时 8.6 小时)
Feels more like a tech demo than a true "game," but I'm fine with that. Given that the game is the first of it's kind, it may be easy to be underwhelmed if you expect the game beyond the geometry aspect to be revolutionary.

The overall gameplay is very very simple; run around in one of the six areas looking for people to talk to and things to pick up with a minigame or two in each. The story is hardly existent and the replayability isn't all that much. Furthermore, certain things like the squeegee minigame cannot be replayed (as far as I know) without creating a new game, which was one of the few ways in the game to experience how height affects your vision. The VR (on day 1 at least) was kinda buggy with controls and having to look where to aim in snowball fights and ski minigame felt less than intuitive too.

A lot of people complain about high NPC count and dialogue, but I don't mind it that much. Sure some of the jokes fall flat on their face or can be awkward, but there's a lot of cleverness here and there. Things like the "De Sitter Farms" or "NIL" as the name of the antagonistic entity (only true math fans will get that one) are some that come to mind. Even small things like the angle of the corners of the dialogue boxes being different in elliptic vs hyperbolic shows the amount of charm the game can have. The hub world is larger than it seems (by design) which I like, since instead of all the interesting stuff being concentrated in the center, it's actually at the edges where there's more space for that stuff. So with the world being so large despite seeming so small I strongly feel that with any less NPCs, the game would feel MUCH more empty.

Despite lackluster gameplay and replayability, it's still a very fascinating and unique experience. There is currently no other way to explore these interesting geometries in such a polished and visually appealing way. Most of the fun for me came from having to literally relearn all the fundamentals of spatial awareness that I've had my entire life. Even in such a "low-content" game, I can guarantee that in the span of a few hours, nobody has a GOOD intuition about the world; I'm very comfortable with navigating all the areas and even the maze, but it still catches me off guard taking four 90 degree turns in the same direction in the maze and being somewhere completely different from where i started even though I cognitively know that's how it works.

Another example of having to rewire your brain would be the skiing minigame. In most other games, skiing through a forest trying not to hit anything would be trivially easy. In hyperbolic space however, things far away come at you fast, and it's easy to panic thinking you're running out of space equally fast when in reality it's closer to the opposite. Every time I would take a corner, I had to remind myself that on the exits, I have MUCH more room to play with than I would intuitively think and no corner is super tight. As a result, none of the skill-based games and achievements are particularly hard at their core, but coupled with the unintuitive environment, these simple tasks have serious learning curves.

As a result, I feel as if this game should have leaned less in the direction of slow paced npc/questing or "puzzles" which don't take full advantage of the game's one defining trait and more in the direction of sandbox, obstacle course, or movement based gameplay where the the new environments excel (although admittedly, the controls can feel clunky and unresponsive sometimes). A movement based game like racing or obstacle course game may have forced you to gain an intuition for the enviornment much more than this, and a sandbox game may have let you more freely explore how things interact and behave in this new environment. Ultimately though, there was no real way for CodeParade or anyone else to know what type of game fits this new environment best until it's made, bearing in mind that the engine needed to be made from scratch.
As a whole, the game is best described as "fine;" gimmicky with nothing particularly special, but very far from unenjoyable or unplayable with some charm and serious learning curves here and there. In my opinion, the new geometries weren't taken advantage of fully in this game, but hopefully now that the engine has been made (and logged quite well on YouTube) and it has been proven that interactive worlds CAN be made in this geometry, the flood gates have opened *and others should experiment and expand upon this.

*This is left as an exercise to the reader.
发布于 2022 年 3 月 27 日。 最后编辑于 2022 年 3 月 27 日。
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总时数 167.9 小时 (评测时 161.9 小时)
A tad on the easy side, but that's my only complaint.
发布于 2019 年 7 月 12 日。
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