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alphappy 最近的评测

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有 26 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1
总时数 5.1 小时
a disappointing shareholder sequel whose direction fails completely to understand what made the original game special
发布于 2025 年 10 月 31 日。
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总时数 10.5 小时
my favorite game played in 2022
发布于 2023 年 6 月 15 日。
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有 2 人觉得这篇评测有价值
总时数 4.3 小时
demands precision but controls like hot garbage, puzzles are all either obtuse or unsatisfying, built in RPGMaker, story is not engaging at all - there is basically no reason to play this

the art is fine i suppose
发布于 2023 年 6 月 12 日。
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总时数 1,492.0 小时 (评测时 229.4 小时)
definitely not for the average person but it is my favorite game now

no game has consumed my whole entire brain for as long as rain world has

exploring the game is a major part of what makes it enjoyable but now i find myself playing just for fun

rain world does an excellent job of making every new discovery feel very important

also love the visual style and the music and sound design are top notch

the modding community is also reasonably active and i'm genuinely looking forward to what fans create
发布于 2023 年 5 月 5 日。
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总时数 180.0 小时 (评测时 19.7 小时)
would be a lot better if there were no bosses
发布于 2022 年 5 月 20 日。
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有 4 人觉得这篇评测有价值
总时数 5.5 小时 (评测时 3.1 小时)
A Wizard's Lizard is a cute little roguelite very comparable to The Binding of Isaac. The two games share a handful of qualities, such as an insubstantial plot, permanent death, procedural generation of items and rooms, and meta-progression in the form of unlocking new items.

Unlike TBOI, AWL doesn't permit you to pick up a jillion items. Most items fall into a slot, such as head or feet, and you can only have one item in a slot. As such, there are likely fewer overpowered combinations of items. Actually, in general, the power of items in AWL is a bit more balanced than in TBOI.

Combat goes beyond just shooting - you can place totems, which stick around for a short while and usually provide some kind of AoE effect. You can also use a soul ability, which requires a resource that you don't regenerate and must find lying around the dungeons, unlike totems. These abilities are generally more powerful effects, like invincibility and time slowing.

As for your competition, the enemies you face tend to be very numerous as opposed to individually powerful. They aren't terribly tanky and most of them aren't particularly fast(or their shots aren't fast for those that throw things). Generally speaking, the enemies are not very imaginative, but at least most of them are not carbon copies.

AWL curbs the random factor when compared to other roguelites like TBOI and FTL. This, in my book, is a negative. In particular, it doesn't feel like there's much randomness in map generation. For instance, it appears there's always one and only one room full of owls on one of the Cemetery levels and there's always a place to revive in Cemetery 2. Many other room layouts seem to occur with the exact same frequency between runs.

The diversity of items is okay. There don't appear to be many items that will drastically change the game - something like flight or brimstone in TBOI. On the plus side, you can go to your inventory screen for a rough description of what each item does, and you'll eventually memorize them since there are prefixes that always mean the same thing(Dark Iron Helm, Dark Iron Boots, Dark Iron Gauntlets are all +10 health).

The game's music is not too bad, but it really just doesn't fit the game's environment. The art for the game is cute and simple for some sprites, but in some places it just feels lazy.

AWL's optimization is quite subpar. There is no reason for graphics this simple to be lagging an i5-3570k/GTX 660. There are only a few toggles for graphic settings(fullscreen, particles, lighting, screen shake) and switching them did not alleviate the occasional lag.

A few other miscellaneous thoughts:
- The hub area that you start in makes the game feel a lot like some Kongregate MMORPG.
- Levels feel bigger than they should be, given how little you usually find in them. In TBOI, I wouldn't hesitate to go back and forth between a blood donation machine and an arcade 15 rooms apart, because there's a chance it would be worth something and it doesn't take forever to traverse rooms. In AWL, a similar attempt to maximize profit would take eons, because the rooms are much bigger, they tend to have more obstacles, and it takes a lot longer to load into the next room, rendering the value of backtracking to explore that last path debatable at best.
- M and I open the map and inventory, respectively, but they won't close it. You have to press ESC. -1

In the end, I can't really recommend this, especially not over other roguelites, like TBOI, FTL or Dungeons of Dredmor. It is something different, and I enjoyed discovering new things for a little bit, but it wore off when I discovered how little power the RNG has in AWL. 5/10
发布于 2014 年 12 月 31 日。
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1 人觉得这篇评测有价值
总时数 184.8 小时 (评测时 42.7 小时)
+ The pixel art style definitely works, since there are no really complex animations - one thing about the original that bothered me.
+ The new items add a great variety. Even more overpowered combinations to exploit.
+ Plenty of new rooms, enemies and bosses mixed in with some of the originals.
+ The seed system is a pretty nice idea, even if you can't gain progress that way.
+ Performance in Rebirth is astronomical compared to the original. I have experienced zero crashes, glitches or lags(35 hours).
+ Still retains a good roguelite feel, with most deaths being my fault one way or another.
+ Meta-progression works very well. It is not very straightforward, and as a result not boring in any way.

~ Soundtrack is alright. Both games have their good tracks and their annoying tracks(Rebirth Depths, what the ♥♥♥♥ with all that squeaking?)
~ Much of the content from the original is reused in Rebirth. Not necessarily a bad thing, since the original was pretty well-done, concept-wise.

- Stat representation is still fairly useless, arbitrary and unintuitive.
- Still not a fan of the "pill rotation" system.
- Once you start picking up some really game-changing items(flight, arcing tears, explosive tears, +tear height...), hitboxes visually go wack. They still make sense from a developer point of view, but not from a gamer point of view.
发布于 2014 年 12 月 23 日。
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1 人觉得这篇评测有价值
总时数 842.0 小时 (评测时 416.7 小时)
97/100

+ Pretty good controls once you get the hang of them.
+ Very unique abilities for each frame.
+ Many strategies are usually viable for every encounter.
+ Frame balance has improved a bit since my last review.
+ Good F2P system - everything can be obtained, somehow, for free(minus a few cosmetic things).
+ Unique, diverse enemies, especially the bosses.
+ Generous difficulty curve.
+ Very fast gameplay that adequately punishes for inattentiveness.
+ Receiving constant updates, frequent events and timely developer responses.
+ Gmod ragdoll physics.
+ Story and lore content actually exist now, and it's constantly evolving with every update.
+ Voiceacting is pretty alright.
+ The music is great.
+ Astronomical replayability.
+ Nifty weapon-modding system that actually does allow for a significant degree of customization.

~ The Archwing "space combat sans spacecraft" crap is incredibly disappointing.
~ PvP is b r o k e n. It does exist, though, in case you want to rally some friends and ban the ridiculous weapons.
~ Fairly smart AI... for a multiplayer game.
~ Extremely expensive paid content.
~ Long "crafting" times for items, but you can "rush" them for premium currency.
~ Grinding is a mildly significant part of the game.
~ Hosted client-locally, rarely leading to nasty lag. This also means it will hose your connection if you are the host and you have a terrible ISP.
~ Severe Chronic Power Creep is a recurring theme.
~ No official soundtrack available for purchase...

- STILL very buggy. Most bugs don't last too terribly long, but they introduce new ones pretty regularly.
- The code that handles the intial connecting to other players is horrible.
- Poor weapon balance.
- QA basically skips over the text.
发布于 2014 年 12 月 2 日。
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总时数 4.4 小时 (评测时 1.6 小时)
My thoughts at 1.0 hours:

+ Simple controls, although inability to jump may cause you to detonate a bomb on yourself, since use item is space.
+ No tutorial needed. Very simple at its core.
+ Procedural generation really does make every play unique.
+ Enemy AIs feel well balanced.
+ The atmosphere has just the right amount of unnervingly odd.
+ The RNG plays a moderate role neither too powerful nor too arbitrary.
+ The concept of scarce but retreivable bullets plays a well-executed and very central role.

~ Meta-progression involves placing your money into a bank account that carries between runs. Whether or not this will help your future runs depends on what "shops" you can find.
~ No stats in the traditional roguelike sense.
~ The graphics appear to be an intentionally low-res style, from low poly count to low quality shadow rendering. At least it's not quite some recycled ~muy retro 8-bit~ garbage.
~ Looks like it might be a bit short. Not sure yet.

- Has a really bad problem with double firing unless the click is pretty brief.
- No substantial soundtrack.
发布于 2014 年 10 月 8 日。
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有 45 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 10.5 小时
Update after completing the game. Although this list is a lot of negatives, I think the game was definitely worth its asking price. It really needed some ironing out, but the execution is otherwise amazing.

+ Voiceacting is good. Cartoony as hell, but good.
+ Art style is cool. Also cartoony.
+ Animations are fairly smooth.
+ The setting and story are both unique and GREAT, and I wouldn't hesitate to describe the whole game as "cute."
+ The puzzle solving mechanics are very interesting. There's a lot of unique abilties you have, and they each have a different cost. There are usually several different ways to approach every situation, and you have to think ahead to avoid wasting certain resources.
+ Failure doesn't usually mean a lot of restarting - it usually means you'll have to try again a different way, since you've wasted resources.
+ The difficulty ramp has a good, satisfying feel to it.
+ I love and look forward to the dialogue. It can be cheesy, but it knows that.
+ The characters aren't incredibly remarkable, but they certainly aren't boring templates.

- VERY buggy. Enemies can get stuck in unreachable places, entire areas can become uncompleteable(although you can reset an area if that does happen), green goo is sometimes instadeath, sometimes not(something that I speculate has to do with getting stuck between non-square hitboxes), there are several buggy animations and behaviors in some enemies, and yet other enemies' movement is too wonky for a perfect clear to be worthwhile.
- Damage is not always properly communicated. If you're not paying attention, you won't notice that leptons and bombs actually do hurt SC. Sometimes, green goo makes it look like it didn't damage you because nothing really happens - but it did.
- The procedural generation of the main areas is unfortuantely not quite as interesting as it sounds, because you get so many resources that there is little to no challenge in any of the puzzle portions - it's all platforming, navigating and not being chewed up by electrons.
- SFX are just a tad annoying.
- Camera movement is awful in some zones.
- Jumping control takes a while to get used to. You can usually stop on a dime, but you gain momentum in a very unstable manner.
- It feels like there's a lot of unused potential in the way antiquarks act.
- Short play length - about nine hours if you're not unrealistically going for a perfect clear. Fifteen to twenty hours in that case.
发布于 2014 年 9 月 25 日。 最后编辑于 2014 年 9 月 28 日。
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正在显示第 1 - 10 项,共 67 项条目