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Apperu 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 96.7 小时 (评测时 96.4 小时)
Still many plot threads hanging + insane cliffhangar + no sequel date is pretty brutal.
发布于 1 月 31 日。
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总时数 57.4 小时 (评测时 56.3 小时)
Peak. Billions must play.
发布于 2025 年 10 月 12 日。
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1
总时数 97.6 小时 (评测时 66.6 小时)
Good Game. I like this game enough to recommend HOWEVER there are pain points:

1) Porter Station remove money from the economy, making them annoying to use in large numbers, needing measures to counteract this effect. Money from porters should remain in the economy and not removed. Whats the point of this existing if just this very fact discourages their use and heavily encourages manual hauling via rail and lifts over porters.

2) The leader needing to interact with every building to change settings and assign people sucks. The pathetic range of mailbox sucks. It should serve as a direct extension of yourself and everything near it should be interactable.

3) Citizen personality should not be objectively good or objectively bad. It should always be grey as much as possible. This game has stuff that is objectively bad (pessimistic) and objectively good (optimistic). This encourages players to save scum their citizen rolls to get as many objectively good ones as possible. This is because bad happiness is always bad and good happiness is always good. Players cannot exploit low happiness to turn it into a good thing therefore it is objectively bad.

4) Allow players to command and give orders in the middle of an attack animation. Fighting bosses requires many orders to be given to time your troops to evade while dealing maximum damage, but attack animations lock you out from doing these, which I feel is dumb.

5) Allow players to customise which citizen class gets what type of item/service WITHOUT laws.

6) Allow players to see the whole tech tree without the '?' locks. Maybe only keep it for first time viewing. City planning is so important that I feel players must know all their options at all times to minimise frustrations of new 'better' buildings that do the same thing as others but take up a different tile space. (LIKE ELECTRIC TOILETS)

7) Fish completely demolishes every other food source in my opinion. The moment I go for a seed with an abundance of rabbit dens and try to make meat work in the beginning, I end up committing so much of my population just to make meat. AND I have to keep procuring salt to even cook the damn thing. Meanwhile, cooking fish doesn't need anything else. AND fishing doesn't hurt the fisherman overtime like hunters always ending up in the hospital after some time.

8) Military units gets removed from squad if they rebelled and have to be manually re-added into the squad. Frustratingly annoying.

9) Money used in shrines are removed from the system. Not as egregious as porters but at least its not automatic. In general, QOL locked behind periodically removing money from the system sucks in my opinion.

10) Necessities break so fast. bros burning through clothes like they're made of tissue paper.

11) AI. If I need to make a bridge of wood, each rat takes 1 wood and place on the first platform, goes all the way back, take 1 wood and place on second platform.... Should just take as much wood as you can and place wherever they're needed. Resources on the ground to an extent should be counted to be part of your base. Rats have to pick it up, put it in a chest and then it is counted which can slow construction quite a bit.
发布于 2025 年 7 月 27 日。 最后编辑于 2025 年 8 月 2 日。
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8
10
总时数 7.9 小时 (评测时 3.2 小时)
really weird. wave 31 they don't even get close. wave 32, nothing dies and I lose.

Really good game underneath multiple really strange balance and enemy scaling, lack of stat transparency of and upgrade options before buying a tower and lack of target prioritization as camo towers keep letting camo enemies through. Also need more metaprogression to allow players to plug rng annoyances like slightly narrowing down what type or towers you want. I really didn't want to not recommend but having the enemy strength seesaw drastically really makes it difficult for players to feel like their decisions matter and that they are in control.
发布于 2025 年 6 月 29 日。 最后编辑于 2025 年 6 月 30 日。
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总时数 150.1 小时 (评测时 140.7 小时)
fps tanks when autobolting some nerd with rapid fire
发布于 2025 年 6 月 7 日。 最后编辑于 2025 年 6 月 9 日。
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总时数 594.9 小时 (评测时 383.3 小时)
most optimized game in history
发布于 2025 年 4 月 18 日。
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有 1 人觉得这篇评测很欢乐
4
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10
总时数 100.7 小时 (评测时 91.4 小时)
抢先体验版本评测
Maxed all co-op commanders except Warz.

I won't talk much about art and sound as its been discussed to death.

It breaks my heart to see yet another RTS making the same mistakes of so many of its kind before it. Prioritizing on sweaty 1v1 and PvP before creating a casual playerbase foundation with a good campaign and/or coop to draw players in to get invested in your universe.

Please have a story to tell. Please make players emotionally invested in something.

Longer time to kill makes it hard to feel excited. Had a blockade army attacking an enemy base on brutal and one legionnaire/hoplite didnt even die beacause blockade outhealed the dps he was taking.

Many many units like Archangels, celestial's coolest looking unit so far, hit like wet paper towels.

Marketing it with terms like ex-blizzard etc will obviously make people compare with starcraft and warcraft.

2 weeks to change 5 numbers does not look good for the pace of development at this rate. I get you guys are working on the editor and other game modes but the lack of communication regarding the side-effects of codependency on unit stats makes it hard not to be a doomer for co-op content. If I was not clear enough, please separate pvp and co-op balance early before technical debt start to accumulate up to the point where it becomes hell to separate.

Co-op heroes are not balanced against each other right now. 3v3 with heroes will lead to aggressive nerfs that will destroy the co-op experience. I don't understand why they want 3v3 to happen with co-op heroes. It's gonna ruin pvp with amara cheeses and ruin co-op with heavy handed nerfs.

With a pace like this, I wished it was released a year later after numerous internal passes art/sound/gameplay BEFORE getting grilled on balanced and content by the public.

Another thing, the WHOLE unit roster needs to be unique to justify $12 for a single commander. Not just 1 or 2. Releasing a paid hero (Warz) on release for founders who have already invested is stupid. I don't care what the kickstarter page promises. Releasing a game in EA to "get feedback" and then turning around to charge already paying customers for more is just stupid from a PR perspective. What were you thinking?

The first hero for each faction NEEDS to be free to let newcomers have a feel of all factions to decide which they want to play, and then decide if they want to pay for more commanders of that faction. But no, FGS feel compelled to fulfill the kickstarter promise first before having this critical on-boarding structure in place. However, the Warz incident means both founders AND F2P feels unfulfilled.

"Early Access" game with many PURCHASE buttons is not a good look man. I don't know what to tell you. It signals that you are more interested in money over finishing your game.

All of this could be mitigated by releasing all this a year later. Create your onboarding commanders, create your founder commanders, do internal playtest with another closed beta, do whatever balancing you want, do another art pass, repeat however many times you want BEFORE showing it to the public.

I disagree that "getting people to play sooner to get feedback" is always good. It is not. It means some people will see your unfinished game and leave forever. That's why closed betas exist.

Man, please prove me wrong. I will come back in a year.
发布于 2024 年 8 月 23 日。 最后编辑于 2024 年 8 月 23 日。
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总时数 0.0 小时
Excaliburn should be forever turned on for Laia instead of having to draw it. It's super frustrating to have it only come at round 3 while at that point, other heroes would have wiped the enemy. I don't want to have to rely on scrye or other deck crawling stuff just to get my core damage component up. 5 battles in a row where Laia only draws the damn card at the end of her deck.

Update: The Twin Golem things at the lower void can remove Excaliburn, I don't know if it's a bug.
发布于 2023 年 8 月 20 日。 最后编辑于 2024 年 4 月 17 日。
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总时数 497.0 小时
im doing my part
发布于 2023 年 5 月 26 日。
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总时数 251.2 小时 (评测时 145.1 小时)
Devolves into hilarious Overlord level of buffing before a battle leading into the endgame. Wish there was more in terms of narrative.
发布于 2022 年 1 月 28 日。 最后编辑于 2023 年 6 月 21 日。
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正在显示第 1 - 10 项,共 16 项条目