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总时数 39.5 小时 (评测时 33.1 小时)
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TL:DR; I would recommend Atlyss if you enjoy fast-paced hack & slash looters, grinding enemies/loot, and the Ocarina of Time-esque graphics.

Atlyss gets a lot of flack from outside of the "furry sphere" for being both a "furry game", and having sexualized content, in the form of suggestive character designs. It also gets a bit of a bad wrap for having a portion of the community that leans into this more heavily than some might find comfortable. I totally understand where that comes from, and I won't dispute it. But this review isn't going to focus on that, because I don't personally relate to either side of that argument.

I tried Atlyss because the graphical style and gameplay intrigued me, and I'm glad that I did! I've since spent quite a long time exploring and playing the game, leveling and customizing my character(s), and seeing what Atlyss has to offer. The gameplay consists mainly of branching linear map levels with scaling enemies of new types as you branch out, as well as a dungeon system with rooms of enemies that spawn in waves. You control your character, level them up and customize their gear, skills, fighting style, and appearance. Generally, you will spend a few levels in each area as you farm new loot and complete quests to raise your level. Quests mostly consist of killing X enemies, or collecting X drops from enemies. Rarely, they ask you to meet an NPC, defeat a boss, or fully clear a dungeon. Most quests are repeatable. What I enjoy about Atlyss has to be the movement and combat system. It reminds me heavily of Warframe, with a high focus on mobility and constantly dashing, while stringing together attacks and avoiding enemy attacks. Other games that come to mind include DMC and Hades. (Albeit in a different presentation.) The game features a parry mechanic as well, which is quite satisfying albeit a little simple to master. A lot of the difficulty comes from the sheer number of enemies, rather than any one particular enemy being hard to defeat.

When it comes to positives, my mind mostly settles on the progression, satisfying combat, loot systems, enemy & boss design, and freedom of expression.

But with every positive, there is a negative in Atlyss. The game is frankly unfinished, and not progressing at a reasonable pace. I had to take over two year long break, and the game still doesn't feel meaningfully changed. The lack of content, replayability, and tedious grind can really kill your desire to keep playing once you've "finished" the game once. The enemies, dungeons, and other features are all static, and loot pools don't vary enough to make each run feel any different than the last. Replayability comes in the form of player decisions, class, and race. Unfortunately, they aren't all that different and the more interesting classes in the late game are entirely incomplete, with minimal skills implemented. Another large negative comes from the lack of meaningful consequences. If you die in Atlyss, nothing negative happens. Most dungeons allow you to continue where you left off, without even resetting the room you died in. In multiplayer, bosses can be "cheesed" entirely by repeated respawns without consequence. I constantly felt a sense of meaninglessness when encounters and enemies got the better of me, and I was dropped right back in without punishment. It makes your actions seem less consequential, and leaves the player feeling a little impotent.

Overall though, I do enjoy Atlyss. I would enjoy seeing the game earnestly updated and completed, and especially would like to see dynamic/procedural content even in the late-game, just to give the player something to do. For now, I will tentatively recommend the game from outside the "furry" community, as an enjoyable albeit flawed piece of content.
发布于 4 月 16 日。
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总时数 11.1 小时 (评测时 5.4 小时)
Decktamer Review

Addressing Difficulty

I feel the very first thing I should start this review with, is addressing the sparse negative reviews pertaining to difficulty. I believe those reviews are inaccurate, and misleading. Here's why:

I have been playing Decktamer for 5 hours, and I’ve completed the four main bosses available on the first two difficulties. (There is a 5th secret boss that I haven’t fought yet.) I’d say this is far, far under the time investment most deckbuilder roguelikes require before finishing the main content loop. (Some require this much time just to win a single run.) If the game were as difficult as some would lead you to believe, there is no way the main content could be completed this quickly.

I’ve lost around 1/3 of my runs, and won all of the rest. This is the opposite of the experience you'd expect from a roguelike. Any run where I seriously committed to making what I'd consider objectively correct decisions instead of trying to take risks or assemble some ultimate creature combo felt quite easy.

The undo feature is extremely generous on the first difficulty, and you can essentially re-try the entire fight if you lose. Against the final main boss, I was able to use the undo feature to force the AI into picking a worse move simply by undoing whenever it selected something that would beat me.

All said, the game is not as difficult as reviews would lead you to believe. The learning curve isn’t very sharp, and if you’re familiar with the genre, you will most likely win within your first three runs. (I won on my second.)

Low Variety, Content Depth

I find the game lacking in consistency, and depth.
Because runs are so short, you’re rarely given the chance to build something truly powerful. You might only find 1–2 extra syringes before the run ends, and you may end up hoarding them hoping for a good mutation combo. I’ve had multiple runs where I never found anything that complemented my mutations, and that feels bad. This is compounded by a lack of variety where it counts, which I'll get into shortly.

I want the runs to be 2–3× longer, with more room for synergy to emerge.

This game is not as deep or complex as I’d like it to be. Every run feels like it pulls from the same small pool of creatures/cards, items, and events. Often I am presented with events that feel boring, such as gathering an extra food item, or taming a random creature. This contrasts with the events that do feel rewarding, like evolving a starting creature into something powerful, or creating your own creature given a series of three choices. The contrast is too stark for the way they're dispersed throughout the levels.

I would like to see them at least double the number of all of these and add another 4 bosses before I’d call the content sufficient. Right now, I don’t feel comfortable paying full price for a game where I’ve seen 90% of the content in five hours.

Art Direction, Tone, Presentation

That said, the game is exceptionally well made.

The art direction, visual design, and execution are excellent. The game nails the eldritch horror atmosphere, and the bestiary, lore, and environmental storytelling are genuinely compelling. If you enjoy cosmic horror, this game absolutely hits the mark. These elements carry the experience, but they can’t fully compensate for the lack of variety and content depth. I often find myself reading the bestiary in awe, or closely inspecting the artwork of the creatures trying to gain a deeper understanding of them. (I wish this translated into the gameplay better...)

Roadmap, Longevity

I would happily pay for a DLC, but only if the base game first receives more content. Otherwise, I’d rather see a sequel that addresses these issues from the ground up.

The roadmap promising more content makes the game feel like it was originally intended to be Early Access, even if it isn't. (I completely understand why you'd avoid that on Steam, but this game just doesn't feel complete in regards to depth.)

Closing Thoughts

Overall, the game is very good, very promising, very polished, and very short.

I expect to get another 10–20 hours out of Endless Mode before setting it aside for a long time.

If you’re comfortable paying the asking price for the amount of content I’ve described, go for it.
If not, I’d recommend waiting for content updates.
发布于 1 月 9 日。 最后编辑于 1 月 9 日。
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总时数 4.9 小时 (评测时 3.1 小时)
What can I say? It's peak.
发布于 2025 年 11 月 25 日。
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总时数 25.7 小时 (评测时 25.7 小时)
Endless Sky is pretty solid, especially for a free to play open-source title. Heavily inspired by and honestly an homage to Escape Velocity from days of yore. You can read all the other reviews if you want details on the gameplay, I just feel the need to give it a positive recommendation!

Also: Would highly recommend anyone who likes Endless Sky to try out Starsector, especially with mods! Imagine Endless Sky with a bit more of an expansive gameplay suite, tons of modding support, and a touch of Mount & Blade.
发布于 2025 年 4 月 7 日。
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总时数 47.0 小时 (评测时 39.5 小时)
I originally found Nova Drift from a semi-popular YouTuber who covers a lot of indie roguelites. (Angory Tom, of the Yogscast.) I immediately 'borrowed' a copy of the game, played it to completion at the time, and figured I was done with it. But soon the itch to play again came around, and I played for an hour or so and called it a day. I eventually joined the Discord and spoke a little to Chimeric about a few different things, update ideas, a similar arcade game to Nova Drift, and so on. After our initial conversation, I purchased the game as well as gifted it to a friend to try to pay Chimeric back for the time I'd been 'borrowing' the game. I always had faith the game would get updates, even when all seemed very dead.

I still often give Nova Drift 20-30 minutes of my life when I'm bored, and I was excited when I saw the release announcement. Now that the game is finished, I just wanted everyone to know how enjoyable it is, and how much I respect Chimeric for his hard work in developing the game as a near-solo developer. (Only backed by great community and publisher help.)

Try Nova Drift. It's a good game. It deserves to be remembered.
发布于 2024 年 8 月 15 日。 最后编辑于 2024 年 11 月 28 日。
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总时数 702.4 小时 (评测时 590.0 小时)
It's Magic. You can survive as a F2P, but it's not great. I'd recommend it over Magic Online if you can't handle the MODO UI, but MODO has better card pools and more formats.
发布于 2024 年 3 月 30 日。 最后编辑于 1 月 19 日。
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总时数 47.3 小时 (评测时 25.6 小时)
Rock and stone!
发布于 2023 年 10 月 3 日。
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总时数 112.6 小时 (评测时 16.1 小时)
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I have been contemplating the purchase of this game, reading patch notes, etc. for about 3 years now. It has massively improved over that time, and I finally decided to purchase and play the content currently available. It is enjoyable, and definitely worth the low asking price. However...

The one thing that would make this game 100x better would be the removal or otherwise total rework of the overworld map system.

As good as any game can be, it sucks the enjoyment out so much for every 'map' to be a large circle that has the same 1 of 2 generated barrel ruins or generic town on it. It vastly undercuts the exploration element of the game, and really forces you to find enjoyment with the colony system instead. (Which is lacking a lot of the polish that games like DF and Rimworld have to tie them together, in my opinion.) It would do wonders for this game to focus on improving the basic systems and adding more depth to the procedural generation and overworld before focusing on content like adding beekeeping or greatbows.

I want nothing more than to just be able to walk for ages, wandering around the world. Exploring overworld monuments and ruins, towns, cities, camps, farms, windmills, towers, random encounters, finding world bosses, stumbling on interesting biomes and terrain generation, etc.

Necesse has none of that. This is unfortunately not Cube World, or Minecraft, or any number of games I wish it was more like. I will undoubtedly continue to play and even enjoy this game. But I wish it was more than it is, and I'm disappointed by the lack of non-repeating 'random' generation. Exploring the same map tiles gets old really, really quickly.

Undoubtedly, this change would require a lot of work, and I would never expect it to change this far into the development cycle. Necesse will probably, to me, always be defined as the game that could have been, should have been, more. Embracing it for what it is, is always going to be difficult, knowing what it could still possibly become.
发布于 2023 年 5 月 8 日。
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总时数 1.8 小时
I don't dislike it.
发布于 2023 年 2 月 3 日。 最后编辑于 5 月 1 日。
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总时数 0.2 小时 (评测时 0.1 小时)
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I'll be honest. I won't ever play this game. But this is the first time I've ever seen a coupon from crafting badges for a game I could call 'decent'. So naturally I thought I'd buy it and encourage the developers to continue making the game, even if they didn't really get much from my purchase.

The game looks pretty cool, and I know some friends who I might suggest buy this game because they like this style. It's not really for me, but if you think you'd like it, give it a shot.

Edit over a year later: I just realized this was a SpaceX joke...
发布于 2022 年 3 月 8 日。 最后编辑于 2023 年 9 月 25 日。
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一名开发者在 2022 年 3 月 8 日 下午 10:19 作出回复 (查看回复)
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正在显示第 1 - 10 项,共 30 项条目