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Loop Hero Review - 4/5
Abstract
Loop Hero is an incredibly well executed roguelike game that picks and chooses the best features from adjacent genres to create addictive gameplay that is only held back by execution on a few features, mainly its visuals that are well stylized but often fail in their ability to effectively convey information to the player.

Gameplay
The core gameplay loop of Loop Hero is pretty simple. Your hero walks around in a loop and has different things happen to them (fight enemies, regain health, etc.) based on the board state. Enemies drop various cards you select before starting your expedition that you can play as the game goes on to manipulate the board in your favor.

It’s part roguelike, deck builder, tower defense, autobattler and probably a few others that I’m missing but the way the stew comes together from all these inspirations is very addicting. It taps right into that “one more turn” dopamine dip at just the right dosage. Learning how cards interact with each other, slowly tweaking a strategy that fits your playstyle and seeing just how far you can greed with keeps each run exciting. And the game never really gets to a point where you can fully auto pilot and keeps you engaged in a way that feels fun. Like on the runs where the board was pretty much full and I was discarding extra cards every round, you still need to be wary of better equipment coming into your inventory, having your active equipment being stolen by enemies or high rolling an oblivion card to make the board a little less hostile.

The only issue with the gameplay for me takes place outside of the core gameplay loop in the camp building / prepping for expeditions. Picking your loadout for each expedition is very passably executed and can serve to have some quality of life improvements (say being able to copy builds from one act to another) but not too major to complain about here.

The camp building feature of the game, where you upgrade your camp using various resources you pickup during your runs, is the only real standout flaw for me with Loop Hero. I don’t think the idea of it is bad for a game like this! What makes this part of the game a pain is mostly the visuals.

Because of the art style, I have no clue what half of the resources I need to craft improvements are by just looking at them. And when you go to try to craft and you need more of that resource, hovering it doesn’t tell you what it is. You have to go into the encyclopedia and then from there find out what the item is and what kind of enemies drop it. Ideally you’d be able to tell what the item is from just looking at it and then have the option of making an educated guess on what kind of tiles/enemies might drop it (Wooden Warrior drops wood, makes sense) or check the in-game encyclopedia for more info.

And this isn’t something you can ignore. Some of the options later up the build tree and upgrades to parts of the camp are damn near necessary to make deep runs into Act 2 and for surviving act 3 and beyond. Gamers are for sure spoiled with how good menus/UIs have gotten in the modern era but this heighted expected level of quality makes these flaws much more noticeable.
Additionally, the visuals also start to feel lack luster as the game progresses to later acts where you’ve got close to a full board and it can be hard to know exactly what the hell is going on. Like can you spot the goblin camp I want to oblivion on this board? And how long did it take you to find the hero who has a damn arrow over their head to help make them stand out.

They do a great job at executing on the bitart/old school style for the game’s characters and world but some implementations of this design makes the game not great on the eyes or incredibly inefficient at conveying information. The visuals don’t make the game unplayable or impede gameplay in a way that gets frustrating but these are the kind of issues that would surely sour the experience for last seasoned gamers.

Music/Sound
The tracks that play during the core gameplay are great at keeping you locked in and getting you hyped up for the boss fights. The only issue is that for the core game, there’s two or three tracks that it cycles between. So by about 5-6 hours into this 20-30 hour game, you’ve already heard these tracks far too often which could easily have been alleviated by adding a few more tracks to the game. I will say though (most likely through some type of stockholm syndrome), I circled back to enjoying those same three songs more during the tail end of my playthrough but still the point stands.

The sound design for the most part plays its role well of directing your eyes to the corner of the screen that needs your attention to keep your quest marching on. There were a few sound queues that I still wasn’t quite sure what they were supposed to be signifying by the end of the game but with how hectic game boards can get in the later acts, I’d chalk this up more as a nitpick against the sound and more a flaw more aptly levied against the game’s visuals.

Story
I think the story is about time or killing god or memories or something? Because the gameplay doesn’t really compel you to pay attention or care about the story in any way, it really just feels like an afterthought. From the oodles of extra info that you can unlock about everything in the game via the encyclopedia, it does seem like there was effort put lore behind the pieces that make up the game but the game does not inspire any desire to learn more. While I don’t think a compelling story is needed for a game to be good, for a game to be perfect for me–it needs to have me invested in the story to some extent which Loop Hero undoubtedly fails at. I do love the black hole pups though. 10/10 character.

Conclusion
If you are fan of roguelikes or strategy games in general, Loop Hero is no question a must play game for you. If there is anything that peaks your interest about this game, it is absolutely worth giving a shot especially if it’s on sale because you’ll know for sure if you’ll love it or not well before you hit the refund timer on steam.

发布于 2023 年 11 月 2 日。
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总时数 11.3 小时 (评测时 11.2 小时)
good game
发布于 2023 年 10 月 14 日。
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总时数 2.3 小时 (评测时 1.4 小时)
Inspired by games like Limbo, Selma and the Wisp is an atmospheric puzzle game that follows the journey of a mysterious girl named Selma whose wisp leads her through perilous environments.

GAMEPLAY & CONTROLS
The gameplay allows you to control both Selma and the wisp at the same time with only the use of a mouse and its two buttons. These controls are unique and work fairly well except for some of the platforming sections near the end of the game. However, the game's forgiving checkpoints do not make these sections to much of an issues. The game is also fairly short with it only taking around two hours to fully complete the game.

STORY
Without giving too much away, Selma and the Wisp's story leaves a lot of room for interpretation much like its precursor Limbo does. It lands itself right within the "golden zone" for games with these kinds of stories where the player is given just enough details to create their own individually plausible explanation for the games events.

SOUND
The soundtrack for the game is very effective in setting the mood within some of the games areas but many of the tracks (however ever good they may be) are way to short and end up looping way too often. A minor annoyance but one that stood out a lot for more during my time playing Selma and the Wisp.

CONCLUSION
If you come into Selma in the Wisp expecting Limbo 2 or Inside 2, you'll most likely be let down but that's far from me saying that Selma is a bad game. This enjoyable little game by Toucan Studios shows a lot of promise for their first game and if you have a few extra dollars to spare in your gaming budget, you should check it out. Also, if you would like to check out some gameplay of the game first, you can check out the walkthrough I've made of the game:

https://www.youtube.com/watch?v=tKtN8EH1tMg
发布于 2016 年 8 月 12 日。 最后编辑于 2016 年 8 月 12 日。
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