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ShadowTigerZC 最近的评测

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总时数 12.5 小时 (评测时 8.9 小时)
Have you ever felt like avoiding writing a review because you just don't feel like you can properly do it justice? I sure do. But I must persevere. OmOneko is worth it.

You know how when you finish watching a really, really good show that completely swept you away, immersing you fully, not letting you go, and permeating your every thought, you always feel that thin sense of despair and loneliness, but also that sense of inner peace that comes from having had the experience at all?

This game struck me just as hard, if not harder, and I've only finished one of the stories. That must mean something significant. This beautiful game seems to be consuming my every waking thought. I don't know how to reach out and give the space it now occupies in my mind a hug and welcome it deeper inside. Perhaps make it some noodles. I know it's earned them.

Goodness. Where do I even start describing why I loved OmOneko?

It really is all about the characters. I've never encountered a bunch of characters more fleshed-out and diverse who genuinely feel real despite how fictional they must be. Every one of them is a class act all their own. Clawdia is such a sweetheart, and you constantly have this sense of wanting to thank her. Pepper will frustrate you most of the time, but when it matters most, you know she's a good person at heart. The final one (Because spoilers) is an enigma that will make you think in ways you've never thought before. You want to. You really want to.

There were several times when I found myself perched on the edge of my seat, or holding my breath, and had to reel myself back in. Then there were times when I think back to even those times as being mild. I invested so much of myself into the story and setting because they're all so accessible.

The visuals draw you in and keep you focused on exactly what will help keep you immersed while you read the absolutely fantastic writing. Everyone has their own manner of speaking, which makes them that much more realistic. You would be able to identify anyone just based on how they speak alone, which is pretty impressive.

Thankfully, everyones' speech is colored to more easily identify them. In fact, the game is positively oozing with quality of life features, and is easily accessible as far as visual novels go. I'm pretty picky with where and how the game is displayed on my monitor, and it never failed to disappoint. There are plenty of useful hotkeys to help guide you through your experience in a convenient and efficient manner. You can jump directly to any part of any story that you've ventured through so you can either experience it again or make other choices. The game wants you to play the way you want to play. I really appreciated that.

Except I'm almost afraid to do so at this point. I may have stumbled haphazardly through the story to have achieved a particular ending which happens to have given me a feeling of immense satisfaction, and the story was so effective at immersing me that I think I'm afraid to take any other route through it, lest I forget the unfathomably memorable experience I've had with it. If that's not love for a trip through a game, I don't know what is.

Please play this game. Turn off the lights, put some headphones on, wrap yourself up in a nice cozy blanket, and give yourself a treat.

发布于 2025 年 3 月 14 日。
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有 3 人觉得这篇评测有价值
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总时数 6.9 小时 (评测时 1.4 小时)
抢先体验版本评测
Goodness. This game.

First off, I have to say, Julian is quite possibly one of the most diligent, tenacious, and responsive Indie game developers I've ever seen. I'm following the Discord, and if I ever have a question, there he is, already being helpful, in SECONDS. That's rare! I have every degree of trust that this is a product with great amounts of love being poured in at all times. I actually don't really know when he sleeps. Not many of us in the Discord do.

So, the overall quality of Quest Master is definitely above my expectations. It's very intuitive in most places and has great descriptions on what things are and how they work, either by hovering your cursor over them or selecting them. You can drag and drop things onto other things to combine them sometimes, or click and drag on a thing to expand it. It really is all about experimentation. We're still discovering hidden game mechanics long after its early access release.

Now, this isn't a big game-changer, but don't expect anything like ZQuest Classic here. Each dungeon is an entirely self-contained project within the scope of the larger game. There isn't an overworld editor. (Yet.) Don't think of this as a Zelda-game maker (again, yet.) Think of this as a pre-made small town and castle (which are being worked on over time.) which contains a workshop house that lets you make your own dungeons, with a bulletin board outside that building that lets you play other peoples' dungeons. You get your sword by going to the dojo north of your starting house in that town, completing his challenge, and now you bring that sword into each dungeon automatically.

Also, while the game has a fair amount of items in this early access version, some are passive, and some are active. You can only carry ONE active item at a time. None of these items, except for Rings, carry over between dungeons or outside of them. This is by design.

Don't get dissuaded, though. It really is a fantastic experience. You can get totally lost in creating your own dungeon, and there are loads of ways of making it interesting and unique. It will test your creativity and your sense of vision. It's only getting better and better each week, too.
发布于 2024 年 6 月 12 日。
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