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有 2 人觉得这篇评测有价值
总时数 0.5 小时
抢先体验版本评测
I really wanted to like 9 Kings, but I couldn't get into it. The UI was very unclear at times. For example, the very first perk I got told me "all your units get +3 stacks of steel coat". I had never heard of "Steel Coat" before and there was nothing to tell me what it was.
Furthermore, during the fights many units tend to bunch up making it very hard to see what is actually happening. I had trouble gauging just how powerful each unit was. There are the damage numbers in the base of course, but I'd rather see my units be powerful than see a number.

Finally, it felt quite bad when my had of cards were unusable when all my ground spaces were filled. I could reroll for a buff or something, but this didn't feel worthwhile.

Of course, this game is in early access and many people seem to like it, so this is likely a case of "not for me"!
发布于 2025 年 10 月 14 日。
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1 人觉得这篇评测有价值
总时数 110.8 小时 (评测时 56.7 小时)
EDIT: This is my favorite puzzle game of all time.

I happened to watch Day9 play this game and after 50 minutes I knew I had to buy it.

In just one hour of playtime, I'm already so impressed. The artstyle, the music, the atmosphere, the mystery. It all comes together so amazingly. I'm hopeful and excited that this game has a ton to offer.

One request for the developer, 5.1 surround sound would be lovely for this game for even more immersion, if at all possible.

Edit: 20 hours later, and this game is the best game in recent memory and a contender for my favorite game of all time. It's art. I love it.
I eagerly want more of this game, but even if there are no additions planned; this game is a 10/10.
发布于 2025 年 4 月 17 日。 最后编辑于 2025 年 5 月 7 日。
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1 人觉得这篇评测有价值
总时数 19.2 小时 (评测时 3.5 小时)
I bought the game on Epic Game Store originally and had ~50 hours on there before moving to Steam.

The way this game took the 2D look and feel of DD1 and somehow made it 3D is magic to me. It's an amazing change that works perfectly.
While I like the Confessions game mode, the new Kingdoms game mode is great addition. Planning and defending locations feels like a grander task than just travelling to the Mountain. I look forward to the next update for Kingdoms this April!
发布于 2025 年 3 月 7 日。
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有 4 人觉得这篇评测有价值
总时数 10.4 小时 (评测时 5.5 小时)
I feel the current rating (48% positive) is too harsh on the game, so I'm making this recommended.

I have done a couple runs with a friend (duo) and the game is definitely fun. There are quite a lot of areas that need attention though.

THE GOOD
The gameplay feels great, much like OMD3. The Thread system, where you get to pick a perk every wave is a lot of fun, and allows you to make some crazy builds (if you get lucky). The large assortment of traps is great too and I'm looking forward to unlocking a couple more to play around with. The game also looks quite nice!

THE NEUTRAL
The revamped barricades (free, but limited) actually work for me. It forces you to consider how to use them to get the most out of them. However, a barricade "donation" system is DESPERATELY needed. Usually there's one player that has the layout in mind. Having to get your friend to come to you and place barricades where you want is annoying for everyone involved, especially with 4 players. If players can simply choose to give between 1 and all of their barricades to other players, this would be resolved.

THE BAD
(or: Room for improvement)
1. Multiplayer lobby
It's horrible to find your friend if you're not both using steam. I found that adding a password and having your friend filter for only password protected lobbies worked, but it's super janky. The lobby system should be better, more stable.

2. Map variety is pretty low
The maps themselves are great, but there aren't many. The weather effects are good too, but I feel a change in layout is lacking. I believe even the order in which the gates open is the same for each run (at least in my 3 hours of gameplay). This hasn't been a problem yet, but I can see these maps becoming very repetitive, where we just keep building the same death traps over and over again.

3. The progression system is a great idea, but the upgrade are not fun.
Adding 5 more shots to my magazine is nice, but having that be THREE of SIX character upgrades is insane to me. Where is the creativity? Maybe a different secondary you can swap out. Or maybe an upgrade that's a double edged sword.
The main upgrades (that are shared between characters) have a similar issue. +10% more trap damage isn't super fun. It's nice, sure, but where are the wacky upgrades? I would have liked a persistent trap upgrade system like in OMD3 with unique effects (as opposed to +X% damage/reset time/etc), though I understand this has been replace by Threads.
TL;DR: +X% upgrades aren't fun and lack creativity.

4. The hotbar can't be rearranged after the first wave (and we can't have empty slot in hotbar?)
In OMD3, I liked to empty my hotbar at the start of a new map and decide which traps to take one by one. This doesn't seem possible in OMD:D. The same for rearanging the hotbar after the first wave, it doesn't seem like it can be done.

5. The boss fights are weird.
I just played vs the Troll boss with a green laser (not sure of his name). The map started as normal, but NOTHING told me there would be just one wave! I did see all doors were going to open and i had a ton of cash for traps, but how is there no indication there will just be one round? Additionally, after the orc army died, I had to chase the boss around to finish the run. It felt very strange. It didn't really feel like a boss at all, just a big guy with a huge health bar.

6. Why is there no healing at the rift anymore??
If you don't have a healing thread or a healing ability, the only way to heal is pickups. These can be rare at times. When me and a friend were low on HP, there was simply no way for us to heal during the round. I guess you can call that challenging, but it felt more unfair/unfun to us. Having to walk back to the rift can be a huge risk, and it felt balanced in OMD3.


If the devs keep working on it, this can be such a good game! I want them to succeed!
发布于 2025 年 1 月 29 日。 最后编辑于 2025 年 1 月 29 日。
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总时数 36.7 小时 (评测时 32.6 小时)
Amazing atmosphere, amazing voice acting and unique gameplay. I really enjoyed my time with Pacific Drive. I love the option to add custom music to the already great soundtrack of the game. I added some of my favorites that fit the theme and vibe and it worked so well. I highly recommend music from the artists Low Roar and Listener.
发布于 2025 年 1 月 15 日。
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总时数 12.7 小时
Fun! Quite deep for what it is.

It does start to drag on a little in the end-game, as your village get rather complex, but i had a great time with it
发布于 2024 年 12 月 21 日。
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总时数 7.6 小时 (评测时 3.6 小时)
Such a cute artstyle!

The game is a lot of fun. It's very nicely polished and there is a lot of replayability. I will say some runs can feel a little samey, but thats the case for most roguelikes
发布于 2024 年 12 月 7 日。
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总时数 18.3 小时 (评测时 8.1 小时)
抢先体验版本评测
While I haven't played Shapez 1, I played a ton of Factory, Satisfactory and Dyson Sphere Project. Shapez 2 might just be the purest Factory game there is. By removing building costs and not binding you to a character, it feels and plays like a sandbox, but with a clear goal: MAKE SHAPEZ.
ShapeZ 2 might not be as advanced or elaborate as some Factory games, it still has a lot of depth and a very clear, smart system (shapes) to challenge your factory building skills. I've played it a couple hours, but i can tell I'll be playing this quite a bit :)

It is clear just how much thought and effort went into this game. I wouldn't have been able to tell it's Early Access if they didn't tell me!
发布于 2024 年 8 月 20 日。
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总时数 1.5 小时 (评测时 1.3 小时)
Such a shame.

EDIT 8-march-2025 on the 2.0 free weekend:
I wanted to give this game another shot. It's not horrible so far, but the lack of care and polish is astounding. For one, this game was made to be a cash cow. Each unit can have a skin equipped, and there's a big store button on the main menu. Whatever happened to making a good, complete game?
As for the lack of polish, take the Italian campaign. During the campaign map tutorial, you are given control of a Destroyer ship. It moves from buoy to buoy (which feels a bit limiting, but whatever, it works). Now these buoy models are statically placed in the ocean. They don't bob or move with the waves. But that's not all. Zoom in on them and you'll see they are placed not in but ON TOP op the ocean. Buoys float in the water with the waterline around the thickest point (usually), but in CoH3, it just statically STANDS ON THE WATER.
Yes it's a small thing, but this is indicative of the lack of care they put into the game. They made a buoy model, stuck it on the ocean and called it a day. It's just sad.

small addition: I just opened the Loyalty rewards in the Italian Campaign, which you can earn by siding with either the US, UK or Italian civilians. I was reading what each reward did. The final reward for each person reads: "Ensures <person's> support in your final offensive to break the Winter line".
I'm sorry, but what sense does that make?? Why are you telling me about my final offensive when I just started? What is the Winter line? How does the narrative make sense when the conclusion is already written in the rewards screen?
发布于 2024 年 5 月 12 日。 最后编辑于 2025 年 3 月 8 日。
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总时数 1.8 小时
Stuttering in the PC port, regardless of settings.

Couldn't get into it sadly.
发布于 2024 年 2 月 29 日。
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