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Leximancer 最近的评测

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总时数 23.7 小时 (评测时 13.3 小时)
Plays a lot like an ancient Horizon: Zero Dawn. I'm not super familiar with the Far Cry series, this is the first one I've picked up, and I did so based on its popularity. I can see the appeal. Lots to do, some cool bespoke quests.

I'm not a huge fan of the fact enemies and things can spawn right on top of you as long as they're not in your line of sight, and I think the terrain makes it somewhat annoying to play stealthily, but these are relatively minor gripes for me. I guess the only other "con" is engagement distance falls off maybe 50% sooner than I wish it did. I'd have liked to be able to take advantage of longer range tagging and attacking with air support, but again, minor issue.

Overall I think it's pretty, I like the way the tribe grows as you play, and how the upgrades feel interesting. Some upgrades are less attractive than others, but that's alright, and I think it has to do more with my playstyle than being 'bad," so to speak.

I'd recommend this solidly if you want to pursue a fantasy of playing a mammoth hunter/rider, or just the idea of tribal clans fighting for survival in an old world. The game is mostly quest and exploration driven, and it feels like when I'm reaching new areas I've got interesting things to engage with. It's semi-open world, with many POIs and some which dynamically appear as you go.

I guess there's just one more minor complaint, which is the cutscenes which play every time you build or upgrade a hut aren't skippable. Many cutscenes *are* skippable, so it's weird those aren't. Again, as far as complaints go, this is minor. You only really interact with those things about 20ish times in total, and it's only a few seconds. Notable, but minor.

I think most fans of the genre will like this game. Enjoy!
评测者的 PC 配置:
Windows 10
13th Gen Intel(R) Core(TM) i7-13700KF - RAM:32 GB
NVIDIA GeForce RTX 4070 Ti - VRAM:12 GB
发布于 4 月 16 日。
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总时数 69.5 小时 (评测时 69.4 小时)
Overall impression: this takes those Alchemy games that were really popular when the iphone first released and turns them into a game where your crafting creativity meets challenges that you can use all that combinatorial knowledge to overcome, and does a great job of it.

Alchemist's Alcove is a charming experience with a huge catalog of recipes to discover, which proves equal parts challenging, imaginative and creative. I had a great time working my way through the recipes to find paths to power and overcome the challenges the game presents.

What's really neat is that once I got a pretty good handle on what different things I *could* do, the game got much easier. It's a traditional roguelike in the sense that player knowledge makes it possible to trivially continue through areas that were challenging without that knowledge. It's a little bit antithetical (heh!) to trad. roguelikes in the sense that the player knowledge you earn partially stays with you in a physical form, a notebook you carry with you which tells you about the recipes you have learned.

Trad. Roguelike purists, fear not! There are two modes which in turn reduce and/or eliminate the benefit of that notebook, so if you want a pure player-knowledge experience, the game delivers. That said, as my memory is quite poor I found it very useful to have the notebook as an easy reference to remind me about the things I *can* do.

Speaking of the recipes, there's a huge catalog. As of this writing I have about 280 unique recipes unlocked - and the feeling of being able to rapidly advance through that catalog to get to late-game power feels very empowering, as the first time through you can easily get overwhelmed by kobolds and towards the end of my adventure I was confidently squaring off against dragons with a very small amount of time dedicated to preparation.

The game has a discrete goal, and as much as I enjoy the game my biggest complaint is that a couple of the steps to make it towards end game feel a little bit esoteric. That said, plenty of people were beating this game very shortly after release with no guidance, so it's not a particularly huge leap to figure out what you need to do. The game provides adequate information without spoiling you, and I think it strikes a neat balance between allowing the player to feel good figuring it out, and leaving enough information that you don't have to risk too much to get there.

All in all, this is a cute game with a surprising amount of depth. There's tactical considerations in combat - enemy moves are predictable and positioning can turn a fight that kills you into a fight with no hp lost - and there are very significant improvements in player power with relatively minor upgrades required to get there. That is to say, that even when you think you've only gained a small benefit - one more damage, one more movement, one more recipe - these small changes have a huge impact on the overall experience, enabling you to rapidly reach new areas which were a death sentence before. I think the balancing may be something I love the most about this game. Everything you can do feels impactful in one way or another. And when it doesn't seem that way, that probably just means there's something you haven't found yet.

I'd have bought this game, but Adam was kind enough to gift me a copy during playtesting. I know the dev through other projects he has worked on, so I'm somewhat biased, but I really think he's a great guy with a good head for this business. All in all, I think he did a great job with this little game. Give it a shot. I bet you'll like it enough in the first hour that you won't want to refund it.
发布于 3 月 20 日。
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总时数 1.0 小时
What a great looking game. Thanks for sharing the demo, I'll be buying this. Gives very good hack and slash dungeon crawler vibes, I really enjoyed the Pong challenge vs the increasingly fast skeleton in the arena to the south of the start area, and managed to score on him for three prizes - I think that's all there is, it stopped giving prizes when I beat it two more times. Really nice visuals, the combat is tight, the equipment and skills are interesting. All around fun, love seeing stuff like this. Great job.
发布于 2 月 4 日。
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总时数 2.5 小时
I just want to say that this is the first game that I've encountered which really gives me the vibes I've been hoping to see come out of game dev ever since SPORE disappointed us all. The evolutionary stage was the best part, and this really seems to capture that. I absolutely loved the demo and will definitely be buying the game when it is out.
发布于 2 月 2 日。
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总时数 9.0 小时
The game appears to be trying to send a message about how trivial it is to press a button and destroy lives, and also how it can feel entertaining to hold and use such power. I don't mind this, though I wish there point was made more clearly. As the game is quite simple, the message is as well, and easily missed.

I honestly don't think I liked this game. I'm not a huge fan of idles and I think I was hoping for something a little bit more strategic, rather than "buy upgrades you can afford and continue pressing buttons." That said-- this game is what it claims to be and it is a very reasonable price, so I have no complaints there.

Honestly, if I was asking myself if this game is worth it, I'd say no knowing my own tastes. But, I think for people who like clicker games this is probably just fine as a bite sized package. The interface is clean, the options are clear, everything does what it says, no bugs, it just has limited content. If you want something complex, strategic or extensive go elsewhere, but if people are just looking for what it says on the tin, I think the game delivers.
发布于 1 月 1 日。
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总时数 322.8 小时 (评测时 256.6 小时)
ToME4 is an excellent traditional roguelike which really shines in that it presents to the player a sort of "classic" adventure game, replete with dungeon diving, fantasy creatures, magic, monsters, dragons and many different ways to approach the game. Perhaps the greatest achievement that ToME boasts is its Talent list, which enables a huge variety of classes and builds to tweak to a theorycrafter's or optimizer's heart's content. That's me, so I fell hard many years ago. The most brilliant thing is that even after completing it and coming back over a decade later, I still find things to love about the game.

I finally bought the DLC, today, for myself as a Christmas Eve present and decided that it was about time I reviewed it. It's not my most-played game by a longshot, but it certainly is one of my fondest roguelikes, sitting near the top of the hill which is currently dominated by Qud (another excellent adventure roguelike,) Nethack and ... hell, what other games are there? Right. It's good. If you like the genre try it. If you don't like the genre but do like adventure games, DarkGod has you covered - there are friendlier modes available which don't require you treat the game as a roguelike test of wits, and you may find that you graduate to those harder difficulties once your more-casual needs are sated...
发布于 2025 年 12 月 24 日。
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总时数 8.9 小时
I don't even know how to write this without ruining it. It's good. It's not what it looks like. I'm still stumped by a couple things. I will be buying it.
发布于 2025 年 12 月 10 日。
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总时数 0.8 小时
UPDATED: The game seems good. Twists billiards a lot like Dungeon Clawler twists Claw machines. I like the different challenges, and how skillshots are most of how the player gets stronger. The character classes are distinct from one another and the different interactions on the board as you go make it a lot more interesting than hitting balls into pockets. I like the pocket customization too - letting you tailor your strategy right from the onset.

I'll give this another look at full release!
发布于 2025 年 12 月 10 日。 最后编辑于 2025 年 12 月 18 日。
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一名开发者在 2025 年 12 月 18 日 下午 12:37 作出回复 (查看回复)
1 人觉得这篇评测有价值
总时数 17.6 小时
Thanks for sharing the demo. It's not currently a buy from me, but I'll keep an eye on it. Here's why:

I like that you have nonlinear progression, the tension wherein you have to explore progressively through various areas to find resources and complete missions. This was done well. The item progression isn't clear - that's good, it means there are maybe different ways to go which makes for interesting approaches.

However, there's a few things that turned me off. By far the biggest is that on two separate occasions when I went to close the game, it hung my system. Something isn't being handled well on exit, and that's unfortunate. The other big one is the lack of QoL moving items between chests. I either have to move my whole inventory all at once, or click and drag twice per item to move something between containers. A simple ctrl+click or right-click to move would have made a world of difference, but as it stands I can't smoothly interact with items. The reason this is a large issue is that a huge part of the game involves managing resources, and stocking and organizing them is an essential part of that. If it's tedious, I get bored, and then I'm not playing the game.

One last minor point is that while there aren't necessarily clear choices when it comes to item progression, it does seem like I'm just going for big numbers and that the next tier obsoletes the previous tier. This isn't strictly a problem, but that's mostly why I said above that 'maybe' there's different ways to go. From what we can see, it's really not much of a choice. You have four accessory slots and they're all pretty much going to be taken up by the highest tier drops you've seen, you'll want the best weapon - melee seems strictly better than ranged - and then there's just no real options here. Yes, there are some tradeoffs between attack and def, crit and HP, but in practice these don't seem to matter all that much. Maybe I missed something - it's possible, but I think I gave it a fair shot.

This is on my watch list. It definitely has potential. I like that you can tame animals and put them to work. I like the familiar system (though gene editing is a bit of a pain and feels a little underdeveloped, I think that's something that could be expanded on. Give me more unique abilities to give them and let me specialize them for certain tasks. From the demo it doesn't seem to matter too much whether I make it a boar or a sheep or a demon, just big numbers and they all do most tasks equally with similar investment.) It's most of the way to being a good game, and I hope it makes it the rest of the way there.

Thanks again for sharing the demo. I hope this doesn't read too harsh. The reality is there's a billion games at every price point and I think this one has potential, but hasn't quite sold me yet. Hope it does in the end!
发布于 2025 年 12 月 9 日。
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总时数 0.7 小时
I'm really not a fan of the keyboard controls. They are all over the place and its very difficult for me to line up a shot and maneuver the camera. The game *does* have customizable keybinds, but several things are hardcoded so it's not possible to alleviate the problem within the menu. This is the single biggest pain point for me and it was almost enough to tip this review in the negative.

That's unfortunate, but the game is good. I enjoyed the demo and there was a 70% off bundle where I already owned the other game, so I got this dirt cheap. I'm not sure I'll go all the way through it, but the mechanics are unique and interesting, so I will recommend it for that reason alone.

Dev...... I would play a lot more of this if I didn't have to attempt to play a 12 finger piano solo every time I interacted with the main unique game component: (photos)
发布于 2025 年 11 月 29 日。
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正在显示第 1 - 10 项,共 57 项条目