3
已评测
产品
0
帐户内
产品

cdcspoon 最近的评测

正在显示第 1 - 3 项,共 3 项条目
1 人觉得这篇评测有价值
总时数 7.4 小时 (评测时 6.1 小时)
I am writing this review in hopes that the developers read it. I have only played the game in "soulslike" mode and I think the game is worth picking up if you are a fan of the genre.

I want to start off with what I think this game does right. The world and the art are compelling, and I like the way the player character plays. This game has a lot of good ideas.

My critique of the game is often enemies don't feel good to play against. Enemies having perfect tracking is jarring, there should be some lag to make it feel more fluid and certain enemies should be slower than others. Incoming damage amount is not well telegraphed from attack animations. Often, too much of the attack animation is back loaded; you see the enemy winding up, but have almost no time to react when swinging forward.

The first major boss (Zanni) has some frustrating issues.
- The body is so tall that it doesn't fit in the camera when you are in range to attack, and the part of the body that is off screen is the most dangerous part.
- The tempo of the fight is off. The boss is either doing nothing and letting you wail on him, or is awkwardly stringing attacks together that don't chain well.
- Phase 2 has a one shot move that comes out really quickly and it is easy to miss the visual queue due to the camera framing. This move is technically able to be parried, but creates an AOE on the ground and usually hits behind you making the parry not work.
- Often I would perfect parry a move, but get hit by a second part and take damage. This feels bad. I think this could be solved by giving the player character invulnerability from the damage source for a brief duration (0.5 seconds would be plenty). This change would be feasible in a patch and would go a long way.
- You have to be up close to do damage. Much of the body has knockdown animations during big moves. Weirdly this saved me a number of times as I would be invulnerable or out of the way of the highly damaging part of the move, but it still feels bad.
- This boss suffers the most from the backloaded attack animations out of all enemies so far.

I wouldn't bother making a review this long if I didn't feel like there was major potential. The core of what the game is trying to do is great, and you can tell a lot of passion went into it. It needs polish in the execution, but I think this team has the potential to make an excellent game.
发布于 2024 年 12 月 4 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 236.7 小时 (评测时 162.8 小时)
I have never played a video game this good. It's not even a close competition.
发布于 2021 年 11 月 17 日。
这篇评测是否有价值? 欢乐 奖励
1 人觉得这篇评测有价值
总时数 0.2 小时
Controller support is completely broken.
发布于 2020 年 12 月 24 日。
这篇评测是否有价值? 欢乐 奖励
正在显示第 1 - 3 项,共 3 项条目