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LittleTale 最近的评测

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正在显示第 1 - 10 项,共 86 项条目
1 人觉得这篇评测有价值
总时数 3.4 小时
Lost and Found Co. was honestly a breath of fresh air. I had an amazing time playing it from start to finish.

The core idea is simple but incredibly well executed. You explore large, beautifully illustrated 2D maps filled with moving characters, tiny details, and tons of objects to find. The amount of care put into each scene is impressive, and it’s easy to spend a long time just looking around and discovering new little details.

The puzzles themselves are very satisfying. Even after spending hours on the same map, it’s still possible to notice something new hidden in the environment. That sense of discovery is what makes the game so enjoyable.

Visually, the game is gorgeous. The art style is full of charm, the characters are well designed, and everything feels lively and full of personality. The story is also surprisingly wholesome, funny, and cute, which adds a lot to the overall experience.

I genuinely had a blast playing this. It’s a relaxing, clever, and beautifully crafted game that shows how much creativity can come from a simple concept done right.
发布于 4 月 23 日。
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有 3 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 19.1 小时 (评测时 3.3 小时)
So I’m honestly having a great time with PRAGAMATA so far. Capcom really did something special here. It’s refreshing to see a big publisher take the risk of creating a completely new IP from scratch and give it a proper AAA budget.

The gameplay feels fantastic. Shooting is extremely satisfying and every weapon has a real sense of weight behind it. What makes the combat stand out even more is the hacking mechanic that is integrated directly into the fights. Mixing hacking with shooting is a really clever idea and it works surprisingly well. It feels intuitive, fresh, and honestly quite innovative compared to most shooters.

One of the best parts of the game is the interaction between Hughes and Diana. Their relationship feels very natural and charming. Diana in particular is incredibly well done. She is energetic, curious, and just genuinely fun to watch. Their dynamic makes the story moments feel alive and gives the game a lot of heart.

Visually, the environments and overall design are beautiful. The game constantly introduces new areas so things never feel repetitive. I also really appreciate the level design. Instead of going for a huge boring open world with little dots everywhere on a map ! The game focuses on well-crafted areas with smart layouts, shortcuts, and exploration paths that connect together nicely.

It’s honestly refreshing to see this kind of focused design again. Not every game needs to be open world, and Pragmata shows how strong a well-designed level structure can be just like Resident Evil 9 did a few months before.

So far, Capcom has done an amazing job. I’m really grateful they took the risk to make something new like this, and I’m excited to keep playing.
评测者的 PC 配置:
Windows 11
AMD Ryzen 7 7800X3D 8-Core Processor - RAM:32 GB
NVIDIA GeForce RTX 4080 - VRAM:16 GB
发布于 4 月 17 日。 最后编辑于 4 月 17 日。
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有 3 人觉得这篇评测有价值
总时数 3.3 小时 (评测时 2.0 小时)
Game crashed 3 times on me already... graphics looks way worst than what all outlets promised. Digital Foundry strayed LIED to our faces saying the games runs great with Ray Reconstruction. if you enable RR you are forced into MAX lightning settings and FPS drops from 90FPS to ~40FPS on a overclocked 4080 with DLSS Quality, no FG all settings at Ultra ! that's unacceptable... even Resident Evil 9 with Path Tracing is way better optimized.

The view distance for object details is ABYSMAL, stones, some shadows, flowers and details pops right in front of you and despawn behind you even when the camera still gets it in the field of view...

The story seems really strange and confusing, there is no self awaness, the main character just does stuff without questioning anything, just follow the quest marker, go there, do that, clean that, give this to this person... never even wondering why he's alive, who are those strange god people... It feels like an MMO quest system where you just go from one point to another but the game forgot the autowalk function.
It's quite sad because the world really seems vibrant and alive with lots of NPC doing their stuff and going on with their life, but there just no main motivation to discover this world.

Controls are weird and not intuitive at all, the character feels really heavy, you need to stop pressing other button to jump or climb, some attack moves have really stranges buttons combinations, camera on horse does not auto-correct, etc...

I think the game is in a really rough state and I'm really concern about the fact that most reviewer played the "amazingly well optimized" card when it's clearly not, like if they were payed for promoting the game graphics and gameplay

OS: Windows 11
CPU: 7800x3D
GPU: 4080 OC
GPU Driver: 595.45.04
RAM: 32GB 6000mhz cl30 RAM
Disk: NVMe Gen4x4 SSD
评测者的 PC 配置:
Windows 11
AMD Ryzen 7 7800X3D 8-Core Processor - RAM:32 GB
NVIDIA GeForce RTX 4080 - VRAM:16 GB
发布于 3 月 20 日。 最后编辑于 3 月 20 日。
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一名开发者在 3 月 20 日 上午 8:25 作出回复 (查看回复)
有 11 人觉得这篇评测有价值
总时数 0.6 小时 (评测时 0.3 小时)
This game really need optimization and better combat mechanics, the character is so stiff and her attack moves are way too unnatural they're just the same 3 annimation in loop like a PS1 action game... as it stand out for the moment, there's no real reason to buy this unless you like janky and basic combat with barebone UI.
This looks more like a student project or a game concept demo than anything else.
I think it does have some potential but it definitely requires a total overall in terms of combat and mouvement to make it feel less like an early PS2 era game.
发布于 3 月 10 日。
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有 7 人觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
总时数 1.7 小时 (评测时 0.7 小时)
Homura Ime
is a game I’ve been looking forward to for quite a while. I played the demo during Steam Fest and enjoyed it a lot, so I was excited for the full release.

The game focuses heavily on cinematic action. Movement and combat feel dynamic and stylish, with a strong emphasis on timing. Dodging and parrying at the right moment is essential, and boss fights often shift into bullet hell sequences that feel very reminiscent of NieR Automata. Those sections add intensity and force you to stay alert.

The graphics are a bit modest and somewhat bare-bones in certain areas, but the character design makes up for it. The main cast has strong visual identity, and that helps carry the overall presentation.

The story is interesting so far and has enough intrigue to keep me engaged. I’m still early into the game, but the combat system is what really stands out to me. It rewards precision and awareness rather than button mashing.

So far, I’m really enjoying the experience and plan to play more before forming a final, detailed opinion. If you enjoy action-focused games with stylish combat and bullet hell elements, this one is definitely worth a look.
发布于 3 月 5 日。
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有 9 人觉得这篇评测有价值
总时数 6.6 小时 (评测时 2.4 小时)
Nevergrave: The Witch and The Curse
stands out immediately thanks to its beautiful and charming art style. The little witch is full of personality, and her animations are genuinely excellent. The way she moves feels graceful and expressive, which gives the game a lot of life.

This is not really a Metroidvania. It feels more like a dungeon crawler with light roguelite elements, and it does not rely too heavily on procedural generation. The structure feels more intentional and focused.

The village rebuilding system is a nice twist on progression. Expanding the village to unlock upgrades is a fun and refreshing way to improve your character and equipment. The possession mechanic is also a strong idea. Taking control of enemies and using their abilities adds variety and makes the gameplay feel fresh.

It may not be the most polished game ever, but for its scope and price, it delivers a solid and charming experience. If you enjoy stylish indie dungeon crawlers with creative mechanics, this one is definitely worth checking out.
评测者的 PC 配置:
Windows 11
AMD Ryzen 7 7800X3D 8-Core Processor - RAM:32 GB
NVIDIA GeForce RTX 4080 - VRAM:16 GB
发布于 3 月 5 日。
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有 17 人觉得这篇评测有价值
总时数 0.9 小时 (评测时 0.2 小时)
Fugitive Free Rider
is honestly a pretty fun little game, especially considering it feels like a quickly made indie project. The characters are lovely, their designs are neat, and the overall vibe is charming. I enjoyed the story and, of course, the fan service. It has personality, and that goes a long way.

That said, the gameplay really needs more polish.

Combat is simple and can be fun at first, but it lacks depth. I really wish there were more combo options and more developed fighting mechanics. Something closer to Dusk Diver in terms of combo variety would have helped a lot. Right now, the gap between characters is also too large in terms of balance. Majet, for example, is clearly stronger than the others. Her second right-click attack has long range, and you can clear stages very easily by just repeating a simple two-hit smash.

There are also some technical issues. Sometimes when using Rage Arts, if your character overlaps with an enemy, the attack animation goes above them and completely misses. The camera distance cannot be adjusted, which makes some fights feel awkward. The English text also cuts too quickly to the next line, so you sometimes miss part of the dialogue. I assume this is because Korean sentences are shorter, but it still affects readability.

Content-wise, the game is very limited. You can clear a stage with a single character in under 30 minutes. It feels more like a small prototype than a fully fleshed-out hack and slash. The outfits are cute, but the DLC pricing feels a bit high considering it is mostly just skins.

Despite all that, I still had fun with it. It has potential to become a short but enjoyable hack and slash with cool anime characters if the gameplay is expanded and polished. I really hope the developer continues improving it, fixing bugs, and adding more depth.

I honestly wish Steam had a middle-ground review option, because this game sits right there. For now, I will leave a positive review in the hope that the developer builds on this foundation and makes it even better.
发布于 2 月 12 日。 最后编辑于 2 月 12 日。
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有 21 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
3
总时数 15.0 小时
抢先体验版本评测
Lunar Eclipse
is a small indie game on Steam developed almost entirely by a single person, and that alone deserves respect. At the time of this review, the game can be fully completed in roughly two-three hours. While there is clearly a lot of story content still missing, the game is already very polished and fully playable. I did not encounter any bugs or technical issues during my playthrough, which is honestly impressive for a project of this size.

The core idea behind the game is very strong. Visually, it looks great. The graphics are well made, the attention to detail is excellent, and the overall atmosphere of the game is beautiful and oddly soothing at the same time. The heroine is quite funny and really charming. There is a clothing system that lets you change outfits, and a stamina bar that is consumed when running or attacking. That said, this is not an action-focused game at all. If you go in expecting fast-paced combat, you will likely be disappointed.

Lunar Eclipse feels much closer to a puzzle and reflection game, very reminiscent of early PS1-era Resident Evil titles, but presented in full 3D. Slow movement, and careful exploration are clearly intentional. Unfortunately, the game suffers a bit from comparisons to other titles like "The Killing Antidote". On the surface, there are similarities such as camera angles, a customizable character, zombies, and abandoned laboratories. However, the focus could not be more different. This game is not about action, and I think many players may misjudge it because of those comparisons !

Movement is intentionally clunky. The heroine is slow, her attacks take time, and dodging feels heavy. Combat is easily the weakest part of the experience right now. Enemies barely react when being hit, and encounters often boil down to hitting an enemy a few times, backing away, then repeating the exact same pattern. It strongly reminds me of doing knife-only runs in old Resident Evil games, where combat feels more like a chore than a challenge. For now, the killing aspect is simply not very engaging.

If the developer plans to continue expanding the game, I really hope they rethink how combat is handled. This does not mean turning the game into a fast-paced shooter, but perhaps introducing a limited shooting mechanic could help. Considering the heroine is a young girl with no combat experience, things like poor aim, scarce ammunition, or unreliable weapons could fit the tone perfectly and add tension instead of action-heavy gameplay.

That said, the puzzle design is genuinely good. Some puzzles are challenging and took me quite a while to solve, which I appreciated a lot. Occasionally, they can feel confusing, especially if you do not think the same way as the creator, but that is also part of the charm of indie puzzle design.

Overall, Lunar Eclipse already has a solid foundation. The atmosphere, visuals, and puzzle design are strong, and the game feels lovingly crafted. While combat needs improvement, what is currently there shows a lot of promise. I am very curious to see where the developer takes this project next.
发布于 1 月 16 日。 最后编辑于 2 月 20 日。
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1 人觉得这篇评测有价值
总时数 9.9 小时 (评测时 8.7 小时)
⚠️
Important warning
⚠️(as of now):
I unfortunately lost around 2 hours of progress due to what seems to be a Steam Cloud save issue when playing on multiple devices (PC, mini PC, Steam Deck). My map progression, power-ups, and weapon upgrades were reset, which is extremely frustrating and currently game-breaking. Until this is fixed, be cautious if you plan to switch between machines.

Kotama Academy Citadel
is one of those games that immediately tells you whether it’s for you or not. If you enjoy Metroidvanias with a heavy anime aesthetic and a strong focus on character art, this one has a lot to offer.

First of all, the character design is absolutely fantastic. You can really feel the care and attention to detail put into every character. The designs are expressive, highly animated, and look great in-game. A small but very nice touch is how characters visually change color at the moment of death — it adds impact to combat and makes encounters feel more dynamic. The visual effects overall are solid, and while the graphics aren’t pushing technical boundaries, they fit the game perfectly and look very good in motion.

Combat is another strong point. It feels good, responsive, and engaging, even if it can sometimes be punishing. Enemies hit hard, and mistakes are costly, which can occasionally feel unfair, especially when getting cornered or overwhelmed. That said, the core idea behind combat — building up fluid with fast attacks and cashing it in with heavy hits that deal big damage and provide a small heal — is genuinely interesting. There are also parries and multiple weapons, though some options clearly outperform others.

Where the game really stands out for me, however, is its time mechanic. The way time advances room by room and can be reset at specific points is a very neat idea, and one you don’t see often in this genre. It adds an extra layer to exploration and progression and helps Kotama and Academy Citadel stand apart from more generic Metroidvanias. While it could have been pushed even further, it’s still a clever system and a refreshing change of pace.

Platforming can be a mixed bag. Kotama’s movement sometimes feels a bit off — slightly slow, oddly floaty, yet heavy at the same time. This becomes most noticeable in precision-heavy upgrade rooms that demand near-perfect timing, which can be frustrating when the controls don’t always feel consistent.

The story hints at something much deeper and darker beneath the surface, with sci-fi elements like experimentation, time manipulation, and identity, but unfortunately it rarely comes together in a satisfying way. There’s a lot of dialogue and lore notes, yet much of it feels underutilized or unclear. Translation issues don’t help either, with some tutorials and lines feeling rough or unfinished.

Despite its flaws, Kotama and Academy Citadel has a lot of charm. The exploration is enjoyable, the map system is well designed, and the character art gives the world a sense of life that many games in the genre lack. It’s a game that feels very close to being something truly special, even if it doesn’t fully reach that potential.

If you’re into anime-style Metroidvanias and don’t mind a bit of roughness around the edges, this is definitely worth checking out.
发布于 1 月 16 日。 最后编辑于 1 月 21 日。
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有 10 人觉得这篇评测有价值
总时数 2.1 小时
Ed-0: Zombie Uprising Review

Ed-0 Zombie Uprising is a really fun but also really weird roguelike. This is one of those games where I honestly wish Steam had a middle option between Recommended and Not Recommended, because it sits perfectly in that space.

The whole game feels like it was meant to be released in the PS2 era. Sometimes that’s a good thing with its old-school charm, and sometimes it isn’t. The movement can feel clunky, the inventory is strange and annoying to scroll through when you’re in a hurry, and you really have to learn what every item does to enjoy the game the way it’s meant to be played.

Each character has their own unique combo mechanics, and they take some time to get used to. A lot of attacks can’t be canceled, so you really need to time everything properly or you’ll get smacked right out of your animation. And sometimes the zombies will lock you into a death combo that feels pretty unfair and will absolutely make you angry.

For now, I like where the game is going. It has this strange mix of fun chaos and “what am I even doing?” moments. The graphics are decent and the amount of zombies on screen can get wild, turning everything into a messy but entertaining storm of punches, slashes, and explosions.

Still, the odd gameplay decisions and the weird item system can make it hard to fully get into at first. So buyer beware. Try the game before deciding if you want to stick with it. If you enjoy janky but charming old-school action, you might actually have a great time with it.
发布于 2025 年 12 月 13 日。
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