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SageVonAwesome 最近的评测

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总时数 33.6 小时 (评测时 25.0 小时)
It's a cool game, but I can't recommend.

The game is a turbo roguelike where the heroes are randomized, the hero level ups are randomized (including perks and stats), and the weapons and armor are randomized in two different ways, and the waves are randomized. The effect of all of this is that you have to study each and every little item or level up option and it slows the game down to a fossilized snail's pace (it would already be slow enough since combat is TRPG style against hundreds of enemies).

The game is also has extreme difficulty spikes. The waves might be manageable but bosses throw in completely different mechanics suddenly and the wave spawns continue infinitely at the same rate as they do normally. The game seems to want you to leave your base to get near the bosses as the bosses like to spawn outside of the range of any weapon except the long bow (even that requires speccing into more range), but at the same time there are so many enemies spawning in that being fully surrounded is almost certainty.

The devs seem to know they made the base game too hard for all but the most dedicated folks as well since there's a penalty free easy mode button that lets you use every single positive map modifier simultaneous.
发布于 4 月 20 日。
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总时数 20.8 小时
It's a decent game, the constant fetch quests are part of the humor in this case.

However if you are going for 100% then I strongly recommend you just edit your save file I spent probably 8 of my 15 hours just grinding 5-star fish. The final area of the game was especially annoying for it since it takes a long time just to get the hook to the fish to begin with.
发布于 3 月 29 日。
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总时数 8.7 小时 (评测时 2.0 小时)
Extremely bad game, mobile suits and camera are clunky, boost barely lasts 1 second on lots of suits resulting in the need to boost, recharge, boost, spam constantly when moving between objectives and I don't think it's possible to jump and then boost mid air with how fast the boost gauge drops. Controls are honestly worse than PS2 gundam games, lock on likes to bounce around a lot even when not trying to change targets but the auto target is also just as bad and will target things out of range (too far, too above you, too behind you, etc) while ignoring things that are near.

During some story missions enemy aces are gods that can 2 shot you but take chip damage if you don't use charge attacks for every attack against them (even on missions where defeating them isn't optional). Most guns have a magazine size (yes even for beam weapons) and a maximum ammo. Maximum ammo is almost worthless though since even when weapon reload speed is upgraded the reload speed is so painfully slow that you will fail the objective before you could ever burn through the maximum ammo of any mission.

The respawn system is bad and often respawns you no where near where you were so you have to rush to get back. Also had it happen during the Alaska mission that after getting to safety I died and it respawned me in the middle of the death zone so dieing once became dieing twice instantly.
发布于 2025 年 10 月 7 日。
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总时数 89.4 小时 (评测时 45.3 小时)
I really wanted to like this game, but I just can't and it mostly comes down to "difficulty". Not difficulty. "Difficulty."

In the previous game by this developer most of the challenge of bosses came from learning their attacks, many of which had precise timings that you had to work around. If you failed to react to an attack, mis-positioned yourself, or got greedy thinking you had time to land another hit that was on you. To take it to another level late game bosses also dealt double damage (very few other enemies did this such as the husk guard's big wind up attack)

In this game all of the bosses, minibosses, and many normal enemies deal double damage (so whatever your health is, it's actually half of that barring some rounding associated with healing). For the normal enemies some of them are not even particularly intimidating, they just deal massive damage, which means you need to remember which ones do double damage as there is no real visual indicator. The double damage also tends to carry over to 'body' based damage which isn't connected to an attack, it's possible to sort of just get 'stuck' inside some of the larger enemies and watch your health bar disappear. Also most hazards will do double damage, leading to half the attempts at any 'hard' platforming sections before you have to leave to recover health.

In addition to that for this game the developer has chosen to leave the previous game's formula behind in favor of 'chaos'. They do this through two main methods, add spawns and visual diarrhea. Something like 30% of bosses / minibosses spawn adds, not the kind of weak floating hazards one might remember from bosses like broken vessel but full on roaming enemies many of which will do double damage just like the boss and have their own complex attack patterns (including the infamous 'always just out of range' flying type enemies from HK) The player is expected to track in some cases 3 or 4 adds in addition to boss which is just visually overwhelming.

The other form of chaos is of course the large scale animations and effects type, the epitome of which is a performer theme'd boss that throws multiple bouncing juggling balls in random directions (which also explode in cardinal directions when they expire) and he can use this multiple times successively in some cases resulting in 9 projectiles semi-randomly flying around plus the boss. If that were not enough, he can also attack with a fireworks explosion that semi-randomly spawns at half a dozen locations on the screen and can overlap with other attacks. It's pure sensory overload. An earlier boss is similar to this but most of her attacks stay contained in the area they appear effectively acting as no-go zones rather than things that have to be tracked.

Finally as the last step of "difficulty" they decided to add an ammunition of sorts to the game along with their new 'tools'. Going into any fight without tools is like doing a HK challenge run with no spells (ironically because damage received is so high in this game that frequent healing is required both in bosses and exploration, spells are actually pretty useless overall now with a few exceptions). However tools consume 'ammunition' to be recharged which puts a soft cap on any attempt at bosses or challenging areas. After failing too much you will be forced to either play with substantially less damage or leave to go farm 'ammunition'.

There are some good traditional HK style bosses in this game and they are great fun even with the double damage, but they alone can't carry the game. I will probably finish the game and never play it again unless the modding community can work some miracles.
发布于 2025 年 9 月 11 日。 最后编辑于 2025 年 9 月 11 日。
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总时数 87.9 小时
Play it as an idle game and it's fine, try to play it actively and it's frustrating.

Minigames:
Apple minigame is the most solid 'game' and probably the only one enjoyable to actively play.
Fishing minigame is weighed down by the RNG of it's power ups; you could collect 20 line-power power ups in a row, which since it's semi-permanent at end game just feels bad.
Digging minigame starts off fun but gets very boring very fast, just not enough variation to it's game.
Cart minigame is a vampire survivors clone, just let the game auto play it honestly.
Cavern mini game is... annoying. Switching back and forth between weapons is just time consuming, every weapon feels lack luster once you unlock the final one. This is because the damage of all weapons scales the same so their behavior is all that matters.
Auto mode: Works good overall for most games actually, but certain unlocks affect the AI's behavior which might make it useless. A very late game power up for the apple game will result in the AI just sitting still in enemy attacks for example. Digging minigame just spams bombs, which doesn't work beyond the mid game.

Battle: What you get in the demo is basically the entirety of the combat. There are many more dark areas added after that but the combat doesn't really change in any meaningful way. It becomes a lot less enjoyable though as enemy teams tend towards being full of lightning and explode-on-death enemies which just straight up one tap your party depending on RNG if enough of them pop at the same time. Beyond those, enemies that spam reinforcements are everywhere.
Auto battle: There are so many battles across 6 game modes that this is really the only way to battle, best to set up your team accordingly. The auto team will generally work though with some minor modifications.
发布于 2025 年 6 月 28 日。
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总时数 48.8 小时
It's an okay game that I wanted to like a lot more than I actually did, I'm really on the fence about whether to recommend it or not. It's probably worth buying when it's on sale, but be prepared that the early parts of the game are the best parts and it gets worse the further in you get.

Level design: Note that in story mode there are invisible walls that prevent you from wandering off but with regards to the level designs themselves. Early areas are fairly open, with obvious road blocks that need traversed around or upgrades to get past as is expected of the genre.

Later areas however are not very open and even with a full kit of movement abilities there are tons of one way paths that require significant traversal and memorization to get around. This by itself would not be so bad but the developers made the bizarre and deliberate choice to regenerate many of the obstructions blocking shortcuts when leaving the map. Further the game also uses a lot of hidden paths which also re-hide themselves constantly, you may revisit areas later and find yourself licking the walls trying to remember how you passed through a room the first time which is not compelling game design in my opinion. Same applies to pit traps of course, their blocks will return to looking like normal terrain instead of the regenerated blocks that replace them when triggered.

There are probably about twice as many rooms as there need to be, with many of them having 0-2 enemies at most, and just serve as connectors to maintain the area geometry. These rooms could have easily been combined with surrounding rooms and the game would have benefited immensely from the reduction in room transitions. Especially at end game the room transitions cause significant slow downs in what should be fluid movement. At a technical level I can't conceive a reason this wasn't done since it's possible to interact with rooms that are off screen (such as dropping bombs into them and blowing up rocks).

There is also some strange behavior that results from what I assume is an effort to save resources by unloading things that are off screen. This can result in some enemy bullets that don't appear if you move them off the screen. More importantly though it can result in hazards (giant swinging axes namely) in one part of the game not being active until you get close enough to them. They can ping pong you around between them because they're out of sync with each other as a result.

Movement: Early game movement once you get a few items is pretty good, it becomes a bit of a cluster as the game progresses. First of all the movement items are way too scattered, the final movement item comes in the second to last 'dungeon', and it's just a very minor upgrade of a movement item gained much earlier in the game. Considering that this game allows you to upgrade the equipment items to improve their functions this felt extremely lack luster. Also wall jump when you get it is awful, the game expects an input away from the wall plus jump to activate it, I'm more familiar with this control scheme existing in platformers where the character has significant momentum and little air movement but Tevi can freely move in the air so she seems to get too far from the wall and use double jump instead if input timing is even slightly off. Conversely in free roam mode she get's an extra wall movement mechanic and that one seems to easily be accidentally triggered all the time. The hover was disappointing and it's performance seemed to change based on the room, sometimes I could hover across huge gaps and others I couldn't even get Tevi to imitate a pull up onto a platform using the fully upgraded hover. Lastly it locks you into the hover mode so it felt like a method of last resort instead of being cleanly interchangeable in a string of aerial movement. You can hit down to exit hover mode but hitting down in the air is also how you airdrop so that doesn't feel right.

Combat: The combat works pretty well and I enjoyed it overall, normal was too easy but the player can really crank up the 'bullet hell' levels if they choose to. The different enemy states were clearly indicated and flowed well, combo was a little hard to understand at first but it's benefits make learning it worthwhile. The sigils are nice way to customize your playstyle but there are probably too many of them, the number does start to become overwhelming towards the end of the game. For example there's roughly 5 zero-cost ones that simply boost your max equip points based on various conditions, this could have been handled better in another way. There's also a few that are direct upgrades but since they have different costs the intent was probably towards balancing.

Story: As I said in the beginning it starts off okay and gets much worse the later in the game you get. There's a general theme of exploration and collecting the Astral Gears (because we can) in the early parts of the game which is later subsumed by an attempt to be serious and edgy. Most characters appear, get their story moment, and then disappear. Dramatic moments are instantly subverted and rugs are suddenly pulled. I actually wandered into the final boss fight only realizing that it was the final boss fight at that moment and fully expected it to just be another segway into another plot point.

In summary: The game is okay to play once but the replay-ability that it should by all rights have is very questionable.
发布于 2024 年 12 月 27 日。 最后编辑于 2024 年 12 月 27 日。
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总时数 20.5 小时 (评测时 19.7 小时)
It's a good game for what it is, but it becomes extremely repetitive particularly once you have finished exploring each base. Latest update was for gardening, which becomes repetitive even faster than the base game. For gardening, you almost have to write down on paper what is growing in your garden since the game won't tell you 'hey you are growing that herb already, you don't need to buy a bunch of it or it's seeds'.

Will recommend but only on sale.
发布于 2024 年 12 月 21 日。
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总时数 20.7 小时
The game is less of a strategy game and more of a puzzle game with some simple, but time delayed puzzles. You would think there is little that could go wrong with that formula, alas it is not the case.

The first phase of each puzzle, where you always purify the land/water is painfully boring but messing up placements of buildings can (and does) soft lock you in later phases. This is particularly true in any map where you are dealing with lava as it's far less forgiving to adjust where it flows.

The second phase of each puzzle you build out the habitats. While this is more interesting there are several habitats that are spawned by single use objects (sky scrapers for example) and activating them at the wrong time can and will softlock you. For example if you get taken off guard by nuclear waste in a few of the puzzles, you might watch your bamboo get deleted and be unable to make more.

The third phase of each puzzle is optimizing the environments and... clean up. As far as optimizing goes, the AI that determines how a creature's habitat spreads is not very smart. For example it's entirely possible for you to drop an animal that needs water tiles next to a river or lake and watch it's territory expand entirely away from the water and not satisfy it's water need even if there's plenty of unused tiles. Instead the game expects you to corral territories with sonic devices that disrupt all habitats around them for a short while. This can obviously mess up perfectly happy nearby animals and shouldn't need to be done.

Cleanup is a tedious chore on most of the puzzles as it involves guiding a little boat or monorail car around the map recycle all your buildings. For the boat if you don't have nearby water it then becomes a silly game of blasting new channels to make rivers after everything is in place. For the monorails, it's a silly game of shuffling around rocks so that you can build a monorail network. Monorail cars can also get stuck in their animation and requires going back to the main menu and back into the game to free them.
发布于 2024 年 8 月 21 日。
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3
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总时数 0.7 小时
I think I'm just going to automatically not recommend any game that actually uses <movement stick> click for any function from now on. I sure do enjoy rocketing into a wall because I accidentally moved too forcefully.

Also had screen flickering issues with AMD RX7900 XTX, think it was related to HDR.
发布于 2024 年 7 月 13 日。 最后编辑于 2024 年 7 月 13 日。
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总时数 4.0 小时
Very nice puzzle game.
发布于 2024 年 5 月 25 日。
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