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Esdeath's High Heels 最近的评测

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总时数 14.3 小时
masterpiece
发布于 2025 年 11 月 24 日。
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总时数 5.3 小时
First off, spoilers;

Where the ♥♥♥♥ do these masochistic developers get off. Firstly, the couple in the game are selfish, insufferable little ♥♥♥♥♥. The definition of self-centered ass wipes. Trigger warning for anyone with narcissistic or emotionally unavailable parents. There is no character development or improvement in their actions in the time that I played, which I feel like was near the ending. More on WHY I didn't finish later.

The cut-scenes are far longer than they need to be, and filled with incoherent bickering and contemptuous comments. The actual development and aesthetic of the game would be good, if the developers could pick a theme. Instead of focusing on interesting mechanics and puzzles, they focus on changing the setting every five minutes to make it seem interesting. Instead, it just gives a feeling of whiplash. At least other puzzle games, like Portal, offer a new mechanic to keep the flow going, and then incorporate everything as you go along to keep it fresh.

But what REALLY did me in, the entire reason my partner and I stopped playing the game:

why the ♥♥♥♥ do you have to murder an innocent elephant, who is literally begging for their life. There is absolutely no reason for that. REAL character development would be having them realizing that murdering their daughter's toy in order to make her cry is a ♥♥♥♥♥♥ up thing to do. I am actually astonished that more people aren't upset over that. I speak for my partner and I by saying that quitting the game before having to do that was the only way to win the game. I play some ♥♥♥♥♥♥ up games... no russian ... but for something advertised as a cozy couple bonding game... wtf.

引用自 Hazelight
...gleefully disruptive...

You're a ♥♥♥♥♥♥♥ serial killer.


发布于 2025 年 2 月 7 日。
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总时数 185.6 小时 (评测时 117.2 小时)
lover ahead
发布于 2024 年 5 月 19 日。
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总时数 179.8 小时 (评测时 50.1 小时)
Will a potion of fire resistance counter infernal flame??

...asking for a friend
发布于 2023 年 9 月 6 日。
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总时数 67.4 小时 (评测时 8.3 小时)
I can't tell if the game is bad due to a lack of players, or the lack of players is because the game is bad.
发布于 2023 年 7 月 2 日。 最后编辑于 2023 年 7 月 3 日。
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总时数 153.6 小时 (评测时 36.2 小时)
its the biggest piece of ♥♥♥♥♥♥♥

dmz ok
发布于 2022 年 11 月 4 日。 最后编辑于 2022 年 11 月 22 日。
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总时数 448.9 小时 (评测时 390.2 小时)
Every time, I come back to this game with hope. Every time, I'm reminded how braindead the people running this game are.
发布于 2022 年 10 月 12 日。 最后编辑于 2025 年 12 月 28 日。
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总时数 45.2 小时 (评测时 8.4 小时)
抢先体验版本评测
Reminds me of Subnautica, but on "Mars"

This game is a lot of fun already. I hope it does well enough that the developer can commit and fulfill its potential. For a game that was only released two months ago, it is surprisingly well done, though at times a bit lackluster. I am hoping that future updates will bring more content and improvements.

Planet Crafter reminds me a lot of Subnautica. A lot of similar assets and concepts were used, making the building process some-what intuitive for those familiar with Unknown Worlds' titles. That is about the extent of familiarity, however. Planet Crafter has a very different goal in mind; Terraform your planet to make it hospitable to life.

As you build machines to produce oxygen, heat, and atmospheric pressure, you start to notice the world change around you. The sky will turn from a menacing red to a calming blue that we are familiar with. Rain will pour from the sky, and lakes will form in the low areas of the map. It is quite satisfying to see your work actively change the world around you.

The resource management system is actually quite balanced. While I have found myself short on rare materials, I have always been able to find enough to complete my task. With a little bit of adventuring, you will find select caves or areas where rare materials are abundant.

The few things that I think may make this game better are:

The introduction of living organisms. Adding this stage to the development of the world could open realms of possibilities, including combat, that would keep the player entertained and add diversity.

Expanding the map. As it stands, there isn't much to explore aside from a few shipwrecks, caves, and easter eggs. I'm hoping as development continues, the map area will grow as well. This could stand to add more diverse areas as well, where certain ores are more prevalent.

The concept of this game is great. It is the first Survival Craft game I have been excited for in a while. I can't wait to see what the developer brings to the table in the future.
发布于 2022 年 5 月 25 日。
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总时数 0.2 小时
Ever Wanted to Murder Zombies as Bunny Girl Senpai?

Me neither, but in this game you can! Good for a quick break from other games. Surprisingly well done for being a quick side-project.
发布于 2021 年 11 月 17 日。
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总时数 99.2 小时 (评测时 7.8 小时)
Multiplayer Review

What I Like

Infinite comes out of the gate with classic Halo arena play. Yes, Call of Duty/Fortnite kids, you gotta mag dump and utilize grenades/melee. The TTK is higher than most games now-a-days.

I enjoy the ability to do 4v4 or larger 12v12 confrontations, as it keeps the grind from getting too tedious. While the map pool feels small, the maps that are currently out are well done, well balanced, and feel like the games I grew up with.

The weapons out for use are interesting. There are a few classics, and some new implementations of "power-weapons" that each have a specific purpose, such as AV or CQB. The introduction of tesla/electric based weapons is a nice addition to the otherwise bland duality of plasma vs kinetic.

Speaking of tedious...

What I Don't like

I shouldn't have almost 8 hours in the game and only be on battle pass level 3. One of the beauties of progressive, XP based mechanics is the reward of leveling up. As of right now, you can only earn XP by completing various challenges. While the daily challenge seems to be based solely on how many matches you play, leading to "consistent" XP gain, the rate at which you can earn this increases every few challenge levels. XP gain and leveling could be a lot more balanced by implementing features other games have:

  • Utilize XP based on kills/captures/oddball hold time per match.
  • Award XP based on medals achieved during match.
  • If you really want to cap the rate of XP gain, utilize a CS:GO based XP system, where you have a set amount of XP you can easily earn, and then drop the rewarded XP significantly once that limit has been reached.

Utilizing one or more of these systems would keep with the Halo feel, but also give players a little more reward for their efforts.

I'm not a huge fan of micro-transaction games, but so-long as the transactions remain purely cosmetic, I can't hate too much. I will always miss when you could just earn your cosmetics like a true gamer, but the new model is far more profitable.

Overall

I like the multiplayer. Its fun, and brings back good memories. I hope they continue trying to improve it, and listen to the community.

Campaign

Will review on launch/completion...
发布于 2021 年 11 月 17 日。 最后编辑于 2021 年 11 月 24 日。
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正在显示第 1 - 10 项,共 15 项条目