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Sheriff Sniff 最近的评测

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尚未有人觉得这篇评测有价值
总时数 0.9 小时 (评测时 0.4 小时)
This demo is freakin' radical
发布于 10 月 14 日。
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总时数 15.3 小时
A massive banger of a game. I only hate like 4 of the 30+ levels in the game, and enjoyed getting high scores on all of them.

The story leaves a LOT to be desired. Reading every tiny bit of text in the game and I still made it to the final boss saying: WHAT IS HAPPENING??? WHY AM HERE??? Honestly would have been better with absolutely no story and just a fun playground.

Some of the secrets are obtuse and insane to try finding. The game gives you a special sword to help you locate secrets, but it sucks. It will only tell you a secret is nearby if you are within 2 meters of the secret. And if I'm within 2 meters of a secret... then I have already found the secret. Out of all the secrets I had trouble finding, it helped me find ONE because I didn't realize a particular wall was destructable.

P.S. Every level with a blood tether is immediately the best level, except the library level (one of the four levels I hate)
发布于 10 月 13 日。
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总时数 12.6 小时
TL;DR: I'm honestly unsure whether or not to recommend this game or not. It rides the line of 5/10 (OK) and whether or not you'll enjoy this is a coinflip. If you played the demo for the 2nd game and liked it, play this one to get context. Otherwise, don't.

Polish
This game simply lacks polish. I questioned several times while playing this game (because I almost never check this before playing a game) if this game was a good quality, but poorly playtested Indie game, or a really low budget and rushed AAA game.

Examples of poor polish include:

•OH MY GOD THE AUDIO. There are 5 sound effects that don't obey the laws of the volume slider, and WILL blow your eardrums out. 1 of them will not appear for 70% of players, but don't worry, the earbleeding WILL come, because another sound effect, after a particular story event, will occur FREQUENTLY and you will get annoyed.

•THE MAP OH MY GOD THE MAP. Other than issues that'd fall under gameplay, WHY does the map not auto-open to the page you're on, and WHY does it not AT LEAST remember the last page you opened. Just so minorly frustrating but you have to deal with it a TON.

•I wish I wrote the rest down, but there are a bunch of tiny little things that just make you sigh, because 99% of 10 year old indie games don't have these issues.

Game Design
Starting with a big compliment, this game is perfectly designed around tank controls (aside from 1 or 2 jank rooms). Many games do tank controls to be quirky or needlessly hard, and only lead to frustration. I played the entire game on tank controls, and actually found modern controls more difficult.

Too many puzzles (including the very 2nd one) do the "Pick up an item, and press the button on the item before using it but you shouldn't have to press it because anyone over the age of 5 would have pressed that button on instinct and normally as a player you'd assume the protagonist isn't so stupid not to do it automatically" (WHEEZE). In exactly 1 scenario did I like it, and find it funny, and that's on the computer puzzle, too bad the lame examples of this trope happened 3 times prior to bother me.

Several puzzles require strange and esoteric answers that are both unintuitive, and the opposite of Occam's Razor. A few puzzles even require real world information with no in-game texts or hints to even push you in the right direction, you just literally need to know that information from real life. For example: You will need to know a real life fun fact about a real life constellation to escape a room you are trapped in with no access to information. Hope you're a nerd!

This is a bit of polish and game design: But you hold onto MANY puzzle items, for EONS after they've had their final/only use, which consequensly leads to a truckload of ludonarrative dissonance. Like, why do I carry a crowbar the entire game, when HALF of this game's puzzles could be solved with a crowbar and it's the answer to ONE? Most games throw a cheeky "crowbar broke lol" after you've used the crowbar so they don't have to think of the implications.

Story/Characters
Despite reading every inch of the ingame lore, I have no clue why weird ghost stuff happens. Most of this nonsense is grounded, why does random ghost stuff happen just for jumpscares??? They try to justify some of the puzzles, but that only makes the "melt a baby's head so you can get a emerald so you can give it to a statue so you can play simon says with a vinyl record so you can get a rock" puzzles even more insane.

The protagonist appears to be a moron, and/or the gameplay is non-canon to the events of the story? YOU playing as HER will do something but then SHE will be utterly bewildered by the consequences of HER(???) actions???

There is a part where she is deadset on doing a certain thing for X reason, but she has no evidence X reason is true, she just made it up, and if anything we have 10 lore books infront of that thing saying the opposite of X reason.

Jumpscares
Jumpscares, when done badly (the way they are done in 90% of horror) are the lowest, most easy, most pathetic form of STARTLING the player. The first jumpscare is good. I enjoyed it from an artistry standpoint, and works well with the linear segment it's in to scare the player. It also doesn't make your ears bleed.

Unfortunately jumpscares 2, 3, 4, 5, are awful. ESPECIALLY 3 that just plays an earbleedingly loud noise for THREE ENTIRE SECONDS and goes "heheh scary stuff, right?"

Only in Jumpscare 5 are you in danger, 1-4 (and 1 is fine) are just there to generate funny youtube clips.
发布于 10 月 13 日。
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总时数 305.0 小时 (评测时 294.9 小时)
On top of the massive amounts of performance issues, the devs saying the game won't be fixed for months, and constantly making awful design game design issues, the game can now be considered malware.

The kernal level anti-cheat (FOR A PVE GAME) along with other awful design flaws has been BRICKING PC player's computers (players with very overqualified computers), destroying your CPU among other components.

DO NOT BUY THIS GAME unless you want your computer to combust.
发布于 9 月 2 日。 最后编辑于 10 月 16 日。
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总时数 21.7 小时
I had unreasonably high hopes for this game, having played the first game (I purchased them both at once), and hearing the second game was "a lot easier", I also wrongly assumed it'd be a lot better, since the original game was difficult in only the most poorly designed ways possible.

Starting small: Again, these games are not metroidvanias, despite what the page says. Think RE-Like. Which, yes, those two genres do have overlap but still have distinct differences.

Improvement from the first game: This one actually launched out of the box.

I'd like to start with some praises: This game has lore. No longer are you wandering around the wastelands of default blender cubes, spending 4 hours watching slow parkour animations, and met with an ending that makes you go "what? Did I mess something???" I love the general design of the areas and the care to make the building work like an actual facility might, while using barricades and such to still make the level feel like a game. This game also features way way WAY fewer kaizo trolls. In Haydee 1 you could find yourself being Kaizo Trolled up to 3 times per room, in Haydee 2 I found myself getting Kaizo trolled once every 10 rooms, though if you decide to start with this game, you may not be prepared for the type of trolls you should be expecting.

Now onto my complaints: I softlocked myself in the first 10 minutes of the game. Thankfully it was only 10 minutes. I then softlocked myself 3 hours into the game, confirmed with an online walkthrough, and rechecking every nook and cranny I had access to. Though I did not restart, I installed a mod briefly to unsoftlock myself. I then softlocked myself, again, 5 hours into the game, but I just went to a previous save, only losing about 5 minutes. That's 3 more softlocks than the first "harder" game gave me, so maybe the rumors of this game being easier aren't true?

So while this game did finally add a map (unlike the first game that left you using your imagination), it isn't a map you can access at any time. It's a series of maps on the walls, that are poorly annotated, and in some cases don't actually align with the physical layout of the world. This and the very confusing transitions from sector to sector make the map all but useless. Everything went from "it's a maze because it all looks the same" in Haydee 1 to "it's a maze because of the noneuclidean geometry" in Haydee 2. And what makes the game more confusing is that the map opens up way too fast. Most actual RE-Likes and Metroidvanias gradually give you more and more of the map (along with giving you an annotated minimap as early as the gameboyadvance) to let more easily remember "Oh I remember seeing a locked door 12 rooms ago, lets go unlock it!" With how this map is, you'll find a keycard and wonder "uhhhhhh I saw like 3 of these locked doors... somewhere 2 hours ago"

Did you think Haydee 1 gave you too many saves? Oh? Haydee 1's trolls-gamedesign made the limited saves feel annoying...? Oh well... I think Haydee 2 has like 1/4th the total number of limited saves as Haydee 1. Do yourself a favor, download the infinite saves mods. Hell download the redux mod that gives you a literal path to the key items.

THE ANNOUNCER! OH MY GOD SHUT UP. I did my second playthrough (for achievements) with a mod that shuts her up. Every 3 seconds "THE POWER IS OUT, GAS LEAK, ELEVATOR OFFLINE. COMMS OFF. UNDER ATTACK" EVERY 20 SECONDS. Here is how you fix it: Only have her give announcements when its relevant like when I'm near the gas leak or elevator... OR have her give them to you at the very start as a cutscene so the player knows to pay attention, and then you don't have to listen to them for the whole game. These announcements WILL play a lot, because she only stops yapping when you fix the issues she is yapping about, and you fix all of these issues in the last 20 minutes of the game (casually you'll probably spend 11 hours or so on this) like clockwork. If you're gonna have repeating announcements, The game should be structured to where you take out these tasks slowly over the course of the game. Maybe the announcements say stuff like "Professor Cuckman has been spotted with an SMG if you see him report blah blah" early on, so you know that wherever cuckman's room is you know has an optional weapon and that makes the announcements not a nuisance.

I kinda miss the parkour? I know I complained about the parkour in the first game, but there were genuine parkour puzzles that were fun (like the entire blue area!), and my main complaint was the slow and unnecessary parkour scenes that need repeating 300 times. If they splashed a tad of parkour into this game to spice up the walking sim a little.

Most of this game's puzzles require you to run from 1 confusing side of the map to the other constantly... but there is one part I genuinely love; the entire technical/gas Level and the escape sequence. First the technical level: it is 99.9% self contained, meaning the player can actually remember where they saw things and what to do. It was GENUINELY really fun, and I like it. I especially love the power node puzzle. And the ending sequence. was fun, I thought when I started it "Oh great, this is gonna take me 30 tries and a walkthrough" but no, it was self explanitory, it was a fun little speedrun, going through all the rooms I remember in a simple and easy way to escape. Genuinely good stuff.

And it's last good chunk of the game that makes me genuinely think this dev has potential, that Haydee 3 (which I do not own as of writing this) MIGHT be pretty good. That's if they learned from their mistakes and make more stuff like that final chunk of the game.

To conclude: This game is better than Haydee 1, but still has lots of sharp corners and unpolished bits that will drive you crazy. The ending is promising and I hope the devs continue to improve.


P.S. The Haydee 1 robot is hotter, and the Haydee 3 robot looks less hot than Haydee 2's robot <3
发布于 5 月 31 日。
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总时数 99.7 小时 (评测时 68.9 小时)
I was lied to by everyone's reactions to this game when it came out. "Boring" "repetitive" "walking sim". None of that is true. This game is beautiful. I'm not even talking about the visuals, the gameplay and storytelling, all of it, it's beautiful.

If you choose to actually, genuinely engage with this game, you'll have lots of fun. Whether it's wandering and exploring, combat and stealth, or just trudging through the story. The only way I WOULDN'T recommend this game is if you just don't have the time to sync in; I would say the shortest possible session for this game is upwards of 1 to 1.5 hours, which I know some wouldn't be able to do.
发布于 5 月 14 日。
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总时数 7.4 小时 (评测时 0.7 小时)
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Really fun and silly game, unfortunately features a paid battlepass in a game you already paid for. I hope this is fixed to at least make the paid currency earnable

I should note I have about 50 hours alone in the previous alphas and betas
发布于 4 月 11 日。 最后编辑于 4 月 11 日。
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总时数 17.2 小时
First and foremost, I'd like to say I'm all for lewd characters in games that aren't lewd, as this game is. I do however have many complaints with this game:

Starting small, calling this a Metroidvania? Within minutes it is apparent this game is a RE-Style Survival Horror. Yes RE-Style and Metroidvanias have a fair bit of overlap in terms of style and mechanics, but Metroidvania it is definitely not, unless you consider every Resident Evil to be a metroidvania.

The game doesn't launch out of the box. Yup. You get nothing unless you go into your steam launch options and type --windowed Just an extra way to make the game more challenging, I presume.

In a casual playthrough, the start of the game requires a perfect headshot accuracy, which isn't very approachable for any game, as even good players are getting used to their sensitivity and the size and shape of all (2) enemies.

Limited saves can be a very tense and interesting way to spice up the gameplay of anygame. However with the troll-style level design, the confusing layout (I will get to that later), and all the respawning enemies, it just comes off as mean spirited and a big middle finger to the player who paid to experience this game. Protip: GO into the workshop and download the "free 500 extra saves" mod lmao. Unfortunately I did my whole playthrough without it.

The confusing level layout! Honestly this is just solved if you are given an ingame map... you know there's this genre that has confusing level layouts that almost always gives you a map...... Oh that's a metroidvania. This game would go from a 4/10 to a 6/10 if you just had a map that shows you stuff like locked doors in rooms you've visited.

Many "puzzles" require you to squint through barely visible things, darkness, and run in circles. Puzzles is a big word, because most of them are just "I got a keycard, where was that locked door? UHHHHHHHHHHHHHHHHHH."

This is more of a platformer than anything. You will spend 90% of your playtime watching the slow platforming animation that show off your character's very very beautiful behind.

And lastly, lore. There is none. There normally isn't ANY issue with a game lacking any and all lore. But all 3 of the game's endings are the like "woah this means so much if you read all the lore text..." type endings... but there wasn't any lore, no hidden notes, no text, no dialog to make the endings matter, or even warrant having 3 different endings. The game's lore is approximately 12 sentences. The 6 sentences that appear in the corner on a new game + the 6 that appear after the endings.

To conclude, I will be playing the 2nd game, as I purchased both at the same time, and will edit my review if that game is better, which I heard, quote: "Haydee 2 is significantly easier" which with how much BS this first game had, is probably a good thing.

EDIT: Haydee 2 was better, and a step in the right direction. Mwah
发布于 2 月 28 日。 最后编辑于 5 月 31 日。
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总时数 21.4 小时
A surprisingly fun game, with a simple an engaging world to explore. This game is one of the go-to examples for low-poly done right. Everything feels so authentic, very little of "♥♥♥♥ it, add more triangles" models you see in other low-poly games. A real beautiful game, even if the game can be a little too cryptic at times.

Though I would be remiss if I didn't state my complaints with the game:

•The default controls, and only being able to change your keybindings via a text file. I guess that's accurate to the original era of low-poly games? But come on, even the original Thief has an ingame keybind editor even if it is scuffed. You are also unable to bind any action to scrollup and scrolldown... which would be the perfect keybindings for swapping your inventory item. Maybe also add keybinds for specific items as an option (like Thief) for example F1 being drink potion even if the potion isnt equipped.

•Character direction: I both admire and don't like this. Your character has no real motivation or input. It is purely, you, the player, and your desire to push forward for the sake of it. There is both a beauty in that, but at times can feel like "Why am I doing this? Why am I slaying these monsters? Why did I walk into this cursed hall and decide to slay this horror beyond my comprehension."

•Secrets Maybe a brief tutorial in the start of the game that tells you there are illusory walls. Thankfully a friend told me ahead of time this game was full of them. I probably would have been 9 hours into the game before learning of them if I wasn't told. And considering just how hard this game would be if you never opened illusory walls, probably something should nudge you towards knowing they even exist. Maybe the hub area could mention it?

•The endings: The additional endings are obtuse... and I can only see you getting 1 of the 4 extra endings without looking it up, maybe. I immediately thought that after meeting the requirements for the true ending, you should get a spell or something that helps locate illusory walls or something to additionally help you get Ending E. The gates of Tartarus Ending, considering how obtuse and hard to get as it is... I don't think it should be locked behind the final boss, lore-wise it has nothing to do with the final boss unlike the other 4 endings. So having to beat the final boss, and then BOOT THE GAME ON A FULL MOON to obtain a random item you need to get te ending... kinda wack. There should be a CHANCE a new player sees the Tartarus Gate, and goes "I wanna do that ending" and is able to actually achieve that as their first ending.
发布于 2 月 26 日。
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总时数 28.5 小时
抢先体验版本评测
Aloft is a wonderful peaceful experience. While you won't experience much difficulty in the mechanics, the game is incredibly nice to just wander and vibe in. I played the demo to death, and with the full release I'm so excited to keep having fun.

Plainly, you will have a peaceful, cozy, and relaxing time, get a friend and get grooving.

My complaints are as follows, but many can be fixed in future updates as this game remains in an early access state:

•I do desire more decoration items, and more expression to build my base as I see fit.

•I'm not sure how to describe this, but progression seems too fast in some places, and too slow in others.

•I'd love for a randomized start? Maybe allow more advanced users to start on random parts of the world and go from there? Of course some extra balancing and recipe stuff would need changed, so yeeeaaaa not a huge priority
发布于 2 月 26 日。 最后编辑于 4 月 19 日。
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