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Binary Clone 最近的评测

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总时数 0.2 小时
speedrun gonna go crazy
发布于 2 月 24 日。
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有 3 人觉得这篇评测有价值
总时数 5.7 小时
So, I got this as a part of a Humble Bundle, and in that context, the game was a good experience that was worthwhile. I don't think I would have felt the same way if I had paid full price, though.

In general, the game looks great, and I didn't experience any of the performance problems or softlocks that others mentioned. The world and the characters are colorful and endearing, and the core feeling of flying around on the broom is nice.

However, the story is still saccharine and hits predictable beats throughout. The writing isn't especially helped by the minimal voice acting, which is pretty much just a small series of grunts and "hey!"s that get fairly repetitive.

The main disappointment for me, though, was how much the game felt like a missed opportunity. Others have talked about how short the game is, but I was personally surprised at how little the game does with its own mechanics.

Flying around feels nice, but is mostly gliding. At first, you can only glide, losing altitude, but soon you gain the ability to boost yourself upwards vertically, sort of like a double jump. When I got this new ability, I was excited to see what else would unlock as the game progressed! Maybe a stronger vertical boost, or multiple boosts. Maybe a dash for a burst of forward speed! Maybe diving could start increasing your speed to give you better mobility. Maybe a button that lets you stall your speed and just drift to let you take tight corners more quickly.

But no, none of that ever happens. You get a little vertical boost, and future upgrades are pretty much just "you can carry more stuff at once". Most of the progression isn't gated behind movement abilities or flying better, but instead "turn on this machine that makes a wind stream that throws you over there". It doesn't help that some of these wind streams are somewhat inconsistent, too.

Another thing that doesn't help is the dungeons. I don't think these dungeons were a bad idea, but I don't think they were executed very well. They completely break the flow of the rest of the game, and feel out of place. But the biggest factor for that is that there's only three dungeons, and each dungeon is much too long for me. In the first dungeon, at the point I thought I was done, I was maybe a third to a half of the way through. After that I knew more what to expect, but it was still too much. The puzzles are time-consuming, often tedious, and sometimes not particularly clear about what they expect you to do. And it certainly doesn't help that leaving the dungeon means you'll need to start the entire thing over, so they really do grind the flow of the game to a halt. These dungeons would have worked much better if they were more spread out, maybe into three sets of five short dungeons instead of three dungeons that drag on.

Probably like a 6/10, I enjoyed it but the more I played, the more I felt like things were missing
发布于 2 月 5 日。
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总时数 17.8 小时
Runs terribly, but more importantly, 17 hours in and my game now crashes every time I load my save, so the game is functionally unplayable now
发布于 2025 年 3 月 18 日。
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总时数 0.5 小时 (评测时 0.2 小时)
A short VN about grief. About the complexities of grief, about remembering the bad that everyone else seems to have forgotten, about seeing intimately the good and the beauty that few others have noticed, about pushing the bruise, about slowly realizing the most important pieces.

It's two dollars - just get it.
发布于 2024 年 8 月 27 日。
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总时数 2.4 小时 (评测时 1.5 小时)
easy rhythm game with mediocre mapping and one of the loading screen lines reads "How old are the girls? You're asking too many questions!"

there are a lot of rhythm games that have better mechanics, better mapping, and aren't creepy
发布于 2024 年 4 月 26 日。
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总时数 35.5 小时 (评测时 29.4 小时)
Roboquest is like if Doom 2016 and Borderlands had a roguelite baby.

Lots of secrets/routes, great weapon variety, fantastic class variety, satisfying gameplay, speedy movement, mechanical depth, secrets and alternate routes through the game - Roboquest has it all. You have a sprint, a slide, grinding on rails for extra speed, jumping on enemies' heads for melee damage while shooting other enemies or reloading. Enemies stagger after taking enough damage or Impact. You've got Borderlands-esque weapons with random effects/affixes of different qualities. You've got elemental damage systems. You've got some classes with rocket jumps, some with melee attacks, one that summons minions, etc etc. And, of course, items to grant you more buffs.

I played in Early Access until I had beaten everything that was available at the time, and have come back to it recently for the full release. I was surprised at how stellar the felt in Early Access, and the game has managed to pleasantly surprised me again somehow coming back to it now.

Probably my only gripe is that when you haven't picked up a weapon yet, you can't see how big the magazine size is from the stats pop up, only that it's a mag type weapon vs an energy type weapon. Unless I'm missing something. That is probably the worst thing about the game for me, and it's pretty minor.

Roboquest is probably a 9/10 game for me personally at the moment, and could probably grow into a 10/10 as I play it more and discover the rest of the game. Co-op is a blast, but most of my time has just been spent in single player.
发布于 2023 年 12 月 21 日。
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总时数 18.2 小时
If you like Castlevania games, this will probably be a great time. It grew on me as I continued playing it, and while I don't see myself playing through again, I had a good time with it. Even as someone who does not play Castlevania games in general.

There were certain aspects of the game that just weren't for me. They aren't necessarily bad, just... not for me.

1. The massive clutter of inventory items. Man I did not expect to be spending so much time in my inventory. It's nice that there's a variety of weapons (though honestly I only ever really used the whips), but to me having all these armor types and pieces just meant a lot of pickups I didn't care about. Equip when numbers higher. There are definitely trade offs more significant than that, but it wasn't stuff I really wanted to bother with (and I didn't really have to, since it's not awfully hard.

2. The massive clutter of crafting systems. My god did I not imagine that a metroidvania needed the tedium of crafting random bits and pieces. There's a food crafting system that feels bizarrely out of place while at the same time completely useless and practically mandatory. Eating a new food for the first time raises your stats permanently, which means if you don't bother making food, you're missing out on potentially huge stat benefits. At the same time, it was literally just a chore I was doing every once in a while, since there's never a reason not to, but I also wasn't going to bother grinding materials because, again, the game isn't that hard.

3. Just how opaque some of the progression pieces are. Again, not bad, really, just definitely not for me. I looked up two major progression pieces and cheesed one before looking up how you're actually intended to do it. Remember that notable property of a single random room from 8 hours of gameplay ago? I certainly didn't.


On the other hand, like I said before, I overall enjoyed the game. I didn't experiment with all it has to offer, but the magical abilities have an overwhelming variety. Maybe a little overboard, since it was hard for me to justify experimenting much when I had a setup that worked for me and I wasn't about to optimize my setup or anything when the game isn't too hard.

The movement is fun, even if a lot of it isn't explained much - backdashing can be cancelled by crouch, so you can speedily bounce backwards through spaces with backdash cancels (but that's never explained); you can do a dive kick eventually (but that's never explained); and you can cancel an attack's endlag with a backdash (which I think is a loading screen tip). Landing with many weapons also cancels all endlag, meaning you can do tiny hops for all your attacks to massively increase your damage and maneuverability. These are all super fun, some of the most fun aspects of the game for me.

Because the movement is fairly fun, the combat is entertaining too. It's nothing I would call groundbreaking, but it executes on its style quite well. There isn't a huge amount of enemy variety, but I'd say there's enough, and while not all of the bosses were super interesting, there were a handful that were really unusual and unexpected in a really good way.

Overall, I would recommend this to fans of the genre. It's not going to win over a lot of new people who aren't convinced by castlevania-like games or metroidvanias in general, but it's worth playing if those games are something you're already fond of.
发布于 2022 年 3 月 19 日。
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总时数 213.5 小时 (评测时 145.1 小时)
I bought a whole valve index and all I use it for is beat saber
发布于 2020 年 5 月 18 日。
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总时数 156.1 小时 (评测时 69.4 小时)
Not the best plotline for the main story, but the core of the game is as fun as BL2 ever was with extra QoL features, more enemy variety, and more great DLC.
发布于 2020 年 4 月 24 日。
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总时数 507.6 小时 (评测时 51.4 小时)
Celeste is the only game in my Steam library of over 400, plus every console and handheld game I've ever owned, that I have ever enjoyed so deeply that I started speedrunning it.

The controls are tight and satisfying, the challenge is tough but fair with a good difficulty curve, and the story, though secondary to my enjoyment overall, is compelling.

One of the only complaints that I have is that the (fantastic) Assist Mode should disable achievements. That's probably the biggest thing.
发布于 2018 年 12 月 21 日。 最后编辑于 2023 年 4 月 26 日。
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正在显示第 1 - 10 项,共 12 项条目