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Manthyus 最近的评测

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有 3 人觉得这篇评测有价值
总时数 67.0 小时
Amazing game, super underrated, and it continues to get love and updates from the devs years later. It's like a factorio-lite but where you're a badass killing machine in your own right from the beginning, with tons of great quality of life features, as well as decent enemy variation and a ton of cool weapons and weapon customization.

Perfect for people who want to do casual starcraft style macro basebuilding but also excellent individual combat and light exploration.
发布于 2 月 6 日。
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总时数 53.4 小时 (评测时 39.3 小时)
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There's an entertaining enough gameplay loop, but honestly it's strictly inferior to other crafting survival games which are more creative and fleshed out, like grounded
发布于 2021 年 11 月 6 日。
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总时数 233.3 小时 (评测时 55.6 小时)
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GROMBUS
发布于 2021 年 11 月 6 日。
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总时数 49.9 小时 (评测时 28.6 小时)
If you like the airship/steampunk aesthetic and like tactical combat games with creative elements, you'll probably find something to like in Airships. Different empires' ships are noticably distinct in look and tactics, and it's fun to explore the tech tree and see what works.

I think there are some structural balance issues with defensive structures not really being worth it for most of the game (until you have flak cannons and other highly effective anti-air) as long as you have a strong fleet, which is a must anyway.

There are also some issues of the game being unfun with certain strategies (e.g. one AI is always high-altitude bombers, which is a pain to deal with if you haven't specifically built ships to do so), and with certain AI strats dominating others, so the range of ships you face in late game is much smaller.

All that said it's definitely fun and worth a play.
发布于 2019 年 6 月 30 日。
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有 3 人觉得这篇评测有价值
总时数 2.6 小时
Pros:
REALLY cool setting. Looks great, very creative. I like that the game objects can be actually assembled in real life, and there are videos in between levels talking about how stuff is made. enemies and objects fit this perfectly as well.
Can be legitimately challenging if you're trying for stealth. Could do with better audio. You can tell direction and distance of a sound usually, but identifying if it's behind walls, or around a corner isn't obvious, and detection is pretty unforgiving of quick peeks
Weapons and item menus work well. They could do with some explanatory text though.

Cons:
Some things not done, critical bugs
My biggest complaint is that if you leave the game and come back, it may delete some of your inventory, including the absolutely critical basic crossbow, which I'm not sure if you can ever pick up again as a drop. This means you can't really consider your progress to be saved. This is game killing for me.
No main menu? loads directly to wherever you left off. Along with the random seed and difficulty options but keeping your inventory, this is a bit disorienting.
Some settings missing, like the ability to turn off oculus-esque click to turn
Non-teleport movement is a bit frustrating; click to start moving, then it's controlled by touchpad?
Teleport movement can go through traps
No door on level spawn, really? So enemies can just come in and kill you repeatedly if you're afk? Worse, it's obvious that you COULD have doors because they exist in early levels.
Load times are pretty long
Enemy hit animations don't support multiple rapid shots, despite rapid fire weapons existing
发布于 2018 年 4 月 15 日。
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有 8 人觉得这篇评测有价值
总时数 0.9 小时
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I'll recommend because I don't think the game should be downvoted into oblivion before the devs even have a chance to develop it more. There is a decent concept and framework in here. It's fun to dice enemies and block/slice arrows. That said, there are a lot of things which need work.

1. Enemy AI. This is basically the make or break of a game about swordfighting. Enemies react (sort of) appropriately when you parry them, but that's about the only good thing here. They don't pay attention to distance, or the range of your weapon. They ignore the threat of a point in their face. Where they attack and when they keep attacking or pause has no real logic to it. You have a long way to go here.

2. Thrusts. They seemed to be possible, but did little damage, and detection was dodgy. Thrusts are very important -_-

3. Same issue every melee game but GORN has right now - the quiver from tracking the very light vive controllers 1:1. Not only does this make it hard for impacts to feel good, but it enables ♥♥♥♥♥♥♥♥ tactics like just wiggling your wrist back and forth quickly to just blender enemies. Amusing, but anyone will quickly realize that this is the dominant strategy to kill things quickly, versus performing actual cuts. Not great for replayability.

4. Cut detection. Your blade just clips through everything except when a "cut" is detected, and it just acts like a perfect plane instead of considering edge alignment. Cuts are all or nothing, which is not how cutting works. Also, hard to feel like your blade is a physical object when it doesn't interact with anything except enemy swords and bodies. The game might be fun just to cut tatami if the cutting was actually done well.

Tl;dr try to be like GORN but with actual AI and less goofiness. That's still an unfilled niche in the market. Otherwise you're going to fall by the wayside as another VR "tech demo" which is amusing for 30m then never played again.
发布于 2018 年 4 月 8 日。
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总时数 3.7 小时 (评测时 2.9 小时)
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2/15/18 UPDATED for patch

I legitimately had fun. VR stealth where you need to look around corners, and climb all around walls like a stealth version of climbey? There are definitely opportunities to feel badass, which I think is a key facet of VR.

The controls are pretty good - I don't like the arm-swing locomotion, but the trackpad (onward-style) locomotion is fine. Climbing works well with the enhancements, though TBH I'd expand the hitboxes a bit more - I want to be able to pull off ridicuous leaps from wall to wall if I get the momentum right, and right now it's still too easy to clip past the wall and be unable to grab it. The stamina limit on climbing was a much needed and appropriate nerf, though it feels maybe just a touch short for some of the areas where climbing is a feasible route? The limit on sprint afterwards is also brutal, though fair enough. I will also mention that on my first playthrough of dungeon 2 the jump control was broken until I restarted (after I finished it), which was a pain. Getting into the raised culverts while being pursued is particularly frustrating.

The change from insta-lose on detection is great and was much needed. Detection still carries a cost, because pursuit can be hard to shake off without an escape route, and it can pull down a ton of attention at once.

Guards can't see you until they run into you when you're in full darkness - this means that they will walk their faces into your blade if you make noise. That said, environments are generally quite tight, and you need to sneak very close to guards. The awareness of guards does seem to have been improved slightly - they'll notice you and attack a fair amount of the time rather than just impaling their own faces, which is a good risk/reward choice because sometimes they'll get a swing in. It is still perhaps a bit too easy to use your wrist-lightsaber to cleave faces before enemies swing - maybe it takes two hits to kill if you've been spotted, or enemies get a chance to parry?

The design of dungeon 2 is much better than the others in the context of the patch - places to escape pursuit, fewer full armor guards, some nice verticality without overstraining stamina. The devs seem to be responding quickly to feedback and improving at a good rate, so I have high hopes for the rest of the game.

There's a solid concept here, and the mechanics are really starting to come together - consider waiting for the full release, but if you've been craving VR stealth, enjoy some difficulty, and like watching men with long hair ragdoll like puppets with cut strings, pick it up now and give it a spin.
发布于 2017 年 12 月 2 日。 最后编辑于 2018 年 2 月 14 日。
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一名开发者在 2018 年 2 月 14 日 下午 10:18 作出回复 (查看回复)
有 4 人觉得这篇评测有价值
总时数 0.5 小时 (评测时 0.2 小时)
Look, if I can't get your dinky indie game running on a modern PC running the latest, non-beta version of windows within 30 minutes of googling and messing around, I'm going to leave it forever and give it a bad review.

Make sure your game works before you sell it.
发布于 2017 年 9 月 25 日。
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总时数 12.0 小时 (评测时 5.9 小时)
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To be clear, I wrote this review for the version out as of 9/25. It's an entertaining game, but with the current level of content and polish, only worth picking up heavily on sale.

Dinosaurs are a nice change from the ubiquitous zombies, robots, humans, etc saturating gaming. Nothing new, certainly, but still refreshing. The animations and AI still need a lot of work though - nothing looks particularly natural, and even after a couple hours you notice the canned animations. It's especially bad on the big dinos - they track poorly in general (except the triceratops, which makes pretty much no sense - if anything would charge past you, it would be that).

The guns feel pretty good for the most part. It's obnoxious to repeatedly get drops for just the basic pistol, though. There are enough guns in the game, but seemingly no way to try them all out or unlock them in any systematic way. The forced recoil is awkard, but that's a challenge of the medium more than anything.

I think my biggest gripe with the game as it stands is the bow - aiming feels very awkward because the angle is determined more by the front hand than the back hand. It's hard to describe, but if you've played Gorn it should make sense. It's not unusable, it just feels way worse thansome other games. This wouldn't be as big a deal if the game didn't seem so intent on pushing bow use. There's an entire mode dedicated to it, and the game seems to want to incentivize being stealthy (which as a system seems pretty underdeveloped. When you're using a silencer or a bow, it takes dinos a couple more shots to notice you, but that seems to be about it from a gameplay perspective).

To sum up, it's a cool idea and I see some potential here, but it still has a pretty long way to go to get above the level of "only playable because of the state of the VR market". I'm hopeful for future updates.
发布于 2017 年 9 月 25 日。
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总时数 81.7 小时 (评测时 46.3 小时)
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So, I really enjoy this game. Physics are a core part of enjoyable and convincing melee combat, and most VR games right now don't have that. Gorn does a great job of making mowing through beefy dudes fun, and tactical enough to remain fresh.

This game is AWESOME, and you should buy it if you have a vive. The dev is attentive to the community and pushes new builds to experimental almost daily. There is a huge amount more content since it's inital launch, and it just keeps coming.

Plus it has the best and most intuitive movement of any VR game I've played (and I've played a lot).
发布于 2017 年 7 月 10 日。 最后编辑于 2017 年 12 月 9 日。
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