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尚未有人觉得这篇评测有价值
总时数 0.2 小时
This is maybe the fastest I've ever asked for a refund for a fighting game, and it's deeply upsetting to me because 3D indie fighters basically don't exist, and there's a rich history of 3D fighters from the exact era the early access reviews claim this game is emulating that I think is fertile ground for aspiring indie devs to iterate from. As someone that loves Sci-Fi and has spent much of his life traveling the world just to play other people in 3D fighting games, I feel like I am the exact person this is probably made for, demographically speaking.

This is, first foremost, so absolutely nothing like PS1 era fighters in general that I suspect the people that were giving the developers beta testing feedback were, if I'm being charitable, either not intimately familiar with the genre, or if I'm expressing myself fully, straight up illiterate on what PS1 3D fighters played like. Tobal 2, cited in the early access reviews, was something of a VF clone that broke apart its buttons into L-M-H-G, and added a jump button to give a twist onto 3D movement. The jump was kept relativity low to the ground and had noticeable start up and recovery, but it also had 8Way direction, giving it a unique identity among other 3D games at the time. If I had to force myself to understand what those reviews were trying to equate this with in regards to ONAR, I had to guess it would be how ONAR has a (on paper) pretty interesting block mechanic where you can parry an opponent by using "Depth Block" to intercept an incoming attack, but only if you guess which side the attack is coming from.

None of that matters if Tobal 2, or VF, or Star Gladiators, or whatever the hell PS1 game you're referring to isn't also a carefully animated and structured game, though. 3D fighters are, by their nature, animated a little slower to allow expression in lateral movement, and to give more visual clarity when you're moving in and out of the third dimension. Visual clarity is obviously important in any game, but it's especially important if you're literally moving in and out of the foreground. Animation, and more importantly hitbox/hurtbox assignment, is where ONAR crumbles. Nothing moves at the speed you would think it should, characters snap oddly into weird positions when they recover, hitboxes appear and disappear inconsistently (and you can confirm all this on your own with the hibox viewer in training mode, btw), and that's assuming they are even assigned correctly at all. (The first character you have access to has a crouching uppercut, for example, that looks like it should be a MK-esque "♥♥♥♥-it-we-ball" sort of move, but they put the hitbox for this SO FAR INSIDE the character model that it is incapable of hitting an enemy even if you are point blank and they are standing still.)

Also, for some... insane reason, jumping is LIGHTNING fast and covers most of every stage, faster than any PS1 3D fighter you or I or anyone else has ever played, and it both just straight up looks bad and makes no logical sense for what the rest of the game is presumably trying to do. Double frustrating is that you'd logically think that if any game could make a strong argument for having a slower, more deliberate and interesting jump mechanic, it'd be one set in space!!

Lastly, uh, it really does seem like AI voices are used in this, and that's not mentioned anywhere in the description of the store page and I wouldn't have even given a second of my time to this if I knew AI assets were involved. Frankly, I worry about what amount of this game is even really made by human hands at all, given the early access reviews clearly don't know what they're talking about and this game feels like it wasn't made by someone with a particular interest in either old fighting games or offering something new.
发布于 2 月 13 日。
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有 153 人觉得这篇评测有价值
有 26 人觉得这篇评测很欢乐
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总时数 38.6 小时 (评测时 2.0 小时)
This game, made by a small mobile game compay called Gameduchy, released a day later than Bleach: Rebirth of Souls, a Bandai Namco published game for one of the world's best ever selling manga/animes. One of those games has rollback, working ranked/casual lobbies, polished gameplay, and field tested quality of life performance. And the other one is the game with Bandai Namco's logo on it.
发布于 2025 年 3 月 23 日。 最后编辑于 2025 年 3 月 23 日。
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总时数 10.8 小时 (评测时 4.1 小时)
The gameplay -- when you can actually play it -- might actually be my favorite 3D fighter I've played in a long time. Unfortunately, this is crashing basically about every five minutes, making it impossible to recommend until a performance patch comes out. Once that patch is out and the game, like... runs, I promise to replace this with a million kind and positive things I have to say about the game mechanics and aesthetics.
发布于 2025 年 3 月 21 日。
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总时数 27.7 小时 (评测时 4.1 小时)
I don't know if a person exists that doesn't like this game, and I'm not sure I want to meet them.
发布于 2025 年 2 月 2 日。
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总时数 2.2 小时
It's interesting playing this game--Oates' oldest available game on Steam--after their far more well known games No Delivery and Sorry, We're Open. Nobody's Home is a far tighter experience with far less in the way of pathos or even mechanics, comparatively, but I think it also benefits from it. I don't want to say too much more--it's a quick horror slasher of sorts, you know what you're getting into--but it's a good fun time that stands an fascinating time capsule of where one of the most interesting indie rpg devs out there really started to cement a lot of themes and concepts they'd return to many times over in the future.
发布于 2024 年 10 月 30 日。
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总时数 1.1 小时
I understand why maybe the complete lack of velocity in the jump landing would turn some people off, but once I realized that this was more of a walk-n-block sort of brawler, I really fell in love with it. Then again, I'm an easy sell: there's a bunch of buff robots and demons trying to beat the hell of the each other in a post apocalypse mega city and that's pretty much always going to be something i recommend. The fact that it's in a universe of a beat em up with learnable enemy patterns is just a happy coincidence for me, and maybe for you, too.
发布于 2024 年 10 月 29 日。
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总时数 695.0 小时 (评测时 48.7 小时)
This game is almost 10 years old and I started playing it this year for the first time and I wish I hadn't waited. I don't have much else to say. Every day I sign in there's a new way to be a funny little space guy and I love it.
发布于 2024 年 10 月 25 日。
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有 11 人觉得这篇评测有价值
总时数 7.9 小时 (评测时 2.4 小时)
I wish I could give this a "maybe." The writing in this game--a series of episodic adventurous of the most blissfully unaware killer-magnet main character I've seen in a game--is frequently very funny and charming. This is very much just a walking sim, colorful and detail heavy though it may be.

But I also think the bare minimum a game whose sole mechanic is walking should meet is, like, a well thought out walking path. In the first hour of my game play there were three!different!rooms! where if you enter a door, it sends you to a new room whose exit is immediately in the direction of the button you had to hold to go in the room. Meaning, you exit the room you just entered. And in all those situations, because dialogue (and in two cases, EVENTS) is tied to just traveling to the next path, you just have this sudden stab of a paragraph that you missed, and in the case of events, they were not able to be returned to and in some cases, I suspect, story altering.

A lot of people really like this game and I absolutely understand why and I think you probably will too. But actively fighting with a camera that makes me miss the writing in the game--which is the primary selling point of the game--just made me completely lose interest. I did not experience anything endearing or clever enough in my play-through that made me want to continue throwing hands with a camera and walking layout hell bent on making me miss the dialogue/narration.
发布于 2024 年 10 月 25 日。
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有 2 人觉得这篇评测很欢乐
总时数 2.5 小时
Incredible puzzles and really fun situation the character finds themselves in. However, the writing is -awful-. It is very, very, -very- clear that this is a English-second-language game, and while that's totally fine... this is also by Toge Productions, who have put out wild successes like A Space For The Unbound and Coffee Talk. There is no reality they couldn't afforded one english speaking player or proofreader for this. And it's such a shame, because the game is so delightful otherwise. I was torn on whether or not to recommend it since its free, but since it annoys me terribly that all the great work of the game designers and artists is buried under the just disastrous writing, I'm only giving it a thumbs down for that reason.
发布于 2024 年 10 月 13 日。
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有 3 人觉得这篇评测有价值
1
总时数 1.4 小时 (评测时 0.4 小时)
I don't entirely remember how I found this game but I am extremely glad I did. Reminds me a bit of the humor of "I'm going to die if I don't eat sushi!" in its absurdity and focus on arcade-y gameplay. Gets positively bullet-hell esque in some later sections, and is far more fun than I really expected a gag game to be. This is a hidden gem and I hope it blows up.
发布于 2024 年 10 月 10 日。
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正在显示第 1 - 10 项,共 62 项条目