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Captain Strider 最近的评测

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正在显示第 1 - 10 项,共 19 项条目
有 3 人觉得这篇评测有价值
总时数 6.0 小时
An unique experience. Possibly the best puzzle game I've played. Highly recommend.

The game is not linear. The map is kinda like a maze. You will often reach dead ends and will have to come back once you have new tools, or more knowledge. It's kinda like a metroidvania in this regard.

Also similar to The Witness in a way as you will periodically uncover new mechanics on your own and get a better understanding of the world.
发布于 2025 年 1 月 19 日。
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1 人觉得这篇评测有价值
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1
总时数 47.3 小时 (评测时 20.2 小时)
抢先体验版本评测
I have Diablo IV and I'm just sitting here playing Diablo Survivors.
发布于 2023 年 6 月 10 日。
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有 60 人觉得这篇评测有价值
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总时数 57.2 小时 (评测时 33.3 小时)
Couple of things I found quite annoying that killed my desire to finish this.

Too often you cannot fully complete a zone until you progress further to acquire a map of some hidden items, or a tool to overcome some obstacles. This can kill the flow, and also the desire to explore. Why explore now, when you don't have access to everything and you will need to come back later anyway. It also just feels like a cheap way to prolong gameplay time.
In some cases you are hard blocked and the game turns you away from a cave. In some cases you don't even realise you are blocked. I once spent half an hour trying to get the last item in an area, finally looked it up and it turned out I was missing some gear. Couple of zones later I still don't have it.

Another thing that bothered me was the somewhat poor controls / controller support. Only the first difficulty has some kind of aim assist. I believe in other games this has been an independent option and not tied to difficulty.
Guess not tied to controllers, but switching which shoulder you are looking over doesn't persist, and it moves the camera in a way that moves your aim. Other games have done this better.
I don't know, I've just felt a lot more comfortable playing other shooters with my controller. Here not so much.

Additionally, traversal might not be very fun at times. Especially climbing, I guess it felt kinda slow. Or trying to find your way in a dark cave. Or trying to identify the next thing you can grab to or jump onto as there's usually a single path.
Plus Lara often spoils the "puzzles" immediately by just saying out loud the solution, even before you could give it a go.

End of rant.
发布于 2022 年 5 月 21 日。
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总时数 6.8 小时
Like it's predecessor Pony Island, The Hex is not your usual game. Each chapter's a different genre, and the end ties it all nice together.
发布于 2021 年 10 月 16 日。
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总时数 3.5 小时
It's something different.
发布于 2021 年 10 月 16 日。
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1 人觉得这篇评测有价值
总时数 7.1 小时 (评测时 6.6 小时)
抢先体验版本评测
Quite a pleasant and refreshing experience - bomberman meets RPG with metroivania elements.
Very nice variety of enemies, evolving level design, and character customization which keep the gameplay fresh. Nice atmosphere and overall feel too.
Game is still in Early Access, but has quite a potential. Waiting for the full campaign and the multiplayer.
发布于 2020 年 11 月 2 日。
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总时数 34.3 小时
A good stealth platformer, with solid gameplay and pleasing aesthetics. Some nice puzzles here and there. There are several distinct ninja "styles" (characters), and several items and abilities, and each of them felt a viable option. Killing everyone, or using stealth all the way are both possible as well.
The controls need some time getting used to as the ninja can be a bit "sticky" to surfaces. I also had some issues with the checkpoints. It felt they were a bit sparse few times. Also I'm not sure how exactly they work - seems the game state is not entirely preserved - I was once "restored" to a different floor with an enemy next to me (although I was safely "saved" elsewhere with no enemies around). Only happened once or twice, and I got away and didn't need to restart the level, so it's not a big deal.

I recommend the remastered edition. It includes some very nice developer commentaries, as well as an extra level, ninja, and couple of items. You will need this version if you want to get all the achievements.
发布于 2020 年 8 月 22 日。
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总时数 24.2 小时
Not a bad game, but I would not recommend it to everyone, as it can be hard and frustrating at times.

The game is aesthetically pleasing - it has nice music and beautiful visuals. But I had an issue the way the visuals were made several times. Everything was trying to look good and fit in so I had problems at times to distinguish "functional" elements from simply "aesthetic" elements / background (e.g. thorns or wind).

It may be just my poor execution, but at times I felt the control(s) weren't as responsive as I'd like it to be. I knew what I wanted to do, but often it would require several attempts to get it just right. Like Ori would linger on a wall a second too long, or start moving while I was aiming my Charged Jump, or accidentally Stomp, or I would hit or trigger something I didn't want. I mean, It's not like it required me to be pixel perfect, but was still frustrating enough.

And that's my biggest issue - even though the game has the elements for a great game, too often it felt frustrating for me and I rage quit more than once (actually just finished the game after a 2-3 years pause). Now, this may be just me, but because of this I'm having somewhat mixed feelings about the game. Great potential, but I think the gameplay could be a bit more polished.
发布于 2020 年 7 月 26 日。
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有 12 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 6.8 小时
It's a parkour game with some story and an alien world to explore, and it was a pleasant experience for the most part.
+ The gameplay was satisfactory.
+ There were beautiful places to explore.
+ There was a secret language you can decode.
+ Was able to complete with controller.
+ Finding unlockables allows you to customize beam color and add funny goat sounds.

The negatives:
- Minor glitch here and there, like getting stuck or bumping into some walls.
- Checkpoint locations could be frustrating at times. Some were after a couple of jumps, while there were those which took quite the effort to get to.
- It was hard judging distances at some locations. Maybe there could have been some kind of indicator or something for the distance/hook range, e.g. on the crosshair.
- The grappling hook could also be frustrating to use as you had to activate it once in range, and not a second earlier. If we could hold the button and have it trigger as soon as it was in range that would have been great. I missed a lot of opportunities because I couldn't hit the window in which the target was in range.
发布于 2020 年 3 月 30 日。
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总时数 4.2 小时
Love the concept, wish there were more active players.
发布于 2019 年 3 月 17 日。
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正在显示第 1 - 10 项,共 19 项条目