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Devin discord.gg/OW1v1s 最近的评测

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总时数 21.4 小时
Fun, surprisingly well made. Gets tedious after a bit. Major issue: there's no endgame. You progressively get more and more ways to make it easier to create various potions, but it never gets harder. So you're just accumulating tools that never become useful for anything.

It's confusing getting access to a bunch of ingredients when they have no actual use.

The salts are especially, obviously useless. Why would I use void salt if i can just.. not put my path where I don't want it to go. lol.

Anyway, I 100%'d the game, and it only really got painful right in the last 2-3 hours. Overall recommended for sure.
发布于 2025 年 12 月 29 日。
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总时数 53.7 小时
Overall good game, but can feel very tedious at times. Lots of missions that feel like you're just waiting for it to end as you sit through unskippable animations doing 1 attack at a time over and over.
发布于 2025 年 5 月 16 日。
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总时数 111.5 小时 (评测时 101.0 小时)
Bit more tedious than KCD1 and some of the quests are perplexingly, bafflingly terrible. But overall a good game.
Complaints:
* The content is too homogeneous; if you explore the map you basically won't find any content too difficult. You're never sent packing thinking "I better come back to that later". This makes the game feel small and uninspiring.
* Too easy to make money and nothing to spend it on.
* It's too easy to get too well geared.
* Blacksmithing is basically pointless especially in the early game. Huge missed opportunity here.
* Combat is too stat-based rather than depending on actual player skill.
* Unlocking from enemies in combat is too hard, you get stuck locked on and can't turn around when fighting multiple opponents.
* You get locked into animations, overall gameplay feels clunky and tedious. For example when you try to stop crafting, it makes you sit through a long animation before you can walk away. Another example: climbing a ladder takes ages. I'm literally twice as fast at climbing ladders in real life as the character I'm playing in the game, which is simply ridiculous.

Good stuff:
* Combat is overall pretty satisfying.
* The story and characters are good.
* Most of the quests are good, especially some of the side quests.
* The balance of immersion and realism vs gamification is pretty good.
* The crafting systems are fun. Shame they are basically useless.
发布于 2025 年 3 月 16 日。
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总时数 3.9 小时
For 5$, worth it. The gameplay loop is a lot of fun. Doesn't last very long.
发布于 2025 年 2 月 9 日。
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17
总时数 2,108.6 小时 (评测时 776.7 小时)
I Made a FEMBOY SQUIRT!
Provocative. Innovative. Disappointing.

Abstract

I Made a FEMBOY SQUIRT! ostentatiously positions itself as both a daring narrative experience and an attempt to push boundaries within the SQUIRT! subgenre, but ultimately the developers lacked the expertise to achieve a deep/skillful/fun puzzle system, with writing skill producing prose verging on bathos. More importantly, however, is the fact that the game does not actually feature artwork for the climax (pun intended) of the game. Yes, believe it or not, the game does not have artwork for the femboy squirting, despite it being the title of the game. Additionally, there are unhandled exceptions at a couple points in the game, where it literally shows an error message. Luckily the game doesn't crash or anything so it's still playable, but it's pretty jarring.

Despite some innovative ideas, my experience left me with a bad taste in my mouth.

Gameplay

If you're reading this, you'll likely already know that at this point the genre has thousands of entries ranging from forgettable to staple. I went into this game expecting something in the middle. However, what I encountered was far from typical.
The formulaic combat we're used to has been eschewed in favor of strategic, multi-layered puzzle gameplay, requiring players to balance emotional, physical, and narrative elements, all of which impact the unfolding storyline. On the surface this sounds amazing, but the execution had major flaws I'll get into later.

The developers have made the all-too-common error of mistaking breadth for depth. Like a MOBA with 100 characters each with 4 abilities and a low mechanical skill ceiling, the layered mechanics ultimately do little more than serve as memorization checks, which is made worse by the fact that the game often punishes experimentation, and offers unclear feedback on choices.

If you made it this far into the review, I'll do you a solid and let you know that I was too lazy to write the rest of this so you can stop reading now as the following is just noise to fill out the post.

One clear example of this occurs during the Sanctuary chapter, where you must juggle the Affection Gauge, the timed Neural Sync Grid puzzle, and the Arousal Meter, all throughout the sequence. During this part, you need to choose specific dialogue options with River to keep his Affection Gauge in the "Comfort Zone," while also completing the Neural Sync Grid, a complex tile-matching puzzle that shifts patterns every few seconds.

If River's Affection Gauge drops too low, he becomes "distracted," slowing down your progress on the puzzle and making it harder to complete in the given time. However, the game doesn’t clearly indicate which dialogue choices will keep him in the Comfort Zone, often leading to unpredictable outcomes. Experimenting with different options frequently results in failing both the puzzle and the relationship interaction. Since there’s no clear feedback on why your choices failed, the sequence becomes a memorization test, forcing you to replay it multiple times until you remember the exact sequence of responses and puzzle moves. This punishing loop strips away any sense of meaningful choice, making the game feel like an arbitrary guessing game rather than a strategic challenge.

Visuals and design

Visually, I Made a FEMBOY SQUIRT! impresses with a polished, stylized art direction that’s both vibrant and eye-catching. The character designs, especially River, the titular femboy, are well-crafted, with attention to detail in their animations and expressions. The environments, while relatively simple, complement the game’s aesthetic, and the UI is clean and functional, never distracting from the gameplay.

However, there’s one glaring issue: the game completely lacks artwork for the actual SQUIRT! moment, which is the climax of both the narrative and gameplay. Despite being the central premise, when River finally squirts at the end, there’s no visual representation—just a blank screen with sound effects. This omission is not only a major disappointment, but it also feels like an absurd oversight, given the genre’s expectations. For a game that markets itself around this moment, failing to deliver the core visual payoff feels like a dealbreaker. It undermines the entire experience, leaving the player unfulfilled, and frankly, it’s a ridiculous choice for a SQUIRT! game.

Replayability

I Made a FEMBOY SQUIRT! offers a moderate amount of replayability, mainly due to its branching narrative and multiple endings based on your choices with River and other characters. Each decision you make influences dialogue and relationship dynamics, encouraging players to experiment with different approaches to unlock alternate outcomes. There are also a few hidden paths and secret scenes that are only accessible by fulfilling certain conditions during the game, adding an extra layer of content for completionists.

However, the replay value is somewhat diminished by the frustrating gameplay mechanics and technical issues. The memorization-heavy puzzles and lack of clear feedback make multiple playthroughs feel more tedious than rewarding. While some players may find it worth revisiting to see different endings or unlock all achievements, the game’s complexity and bugs may deter many from fully exploring everything it has to offer.

In the end, while there is content to return to, the overall experience doesn't strongly compel multiple playthroughs unless you're highly invested in the narrative.

Verdict

I Made a FEMBOY SQUIRT! is an ambitious game that attempts to push the boundaries of the SQUIRT! subgenre with complex mechanics, layered storytelling, and a unique art style. While it succeeds in crafting a visually appealing experience and offers some intriguing choices in narrative branching, the game is ultimately let down by its overly convoluted gameplay and technical shortcomings. The lack of artwork for the key SQUIRT! moment, combined with constant interruptions from unhandled exceptions, significantly diminishes the experience.

Despite its bold ideas, the game feels unfinished and unpolished, making it hard to recommend, even to fans of the genre.

Score

213/367
发布于 2024 年 10 月 4 日。 最后编辑于 2024 年 10 月 4 日。
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3
3
总时数 0.5 小时
Unfortunately, the lead devs will revoke your repository access for political reasons. This is a major liability for any game dev. You could fork but you'll still be liable to lose access to all future updates.
发布于 2024 年 10 月 2 日。
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3
总时数 50.1 小时
The last chapter was so bad that it changed my whole opinion of the game. The scope of the plot completely changes out of no where. You go from being eco terrorists fighting a power company and trying to save your friend, to suddenly (and utterly without explanation) fighting against "destiny itself", a tornado of ghosts, and Sephiroth (who hasn't even been properly introduced as a character yet). I was sitting there thinking "wtf is going on? why is any of this happening?" none of it follows the story from the previous 17 chapters. It's completely out of left field.

And this is with me already knowing the plot of the original game. If you haven't already played the original, you will be left wondering, "Wait, who is Sephiroth? Why is he important? Who's Zack?" etc. It's so bad it's unreal. Whole story flushed down the drain.
发布于 2024 年 5 月 25 日。 最后编辑于 2024 年 5 月 25 日。
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有 2 人觉得这篇评测有价值
总时数 93.0 小时
The main issue with Outward is that at some point in your build, you hit a threshold where you become a god and trivialize every fight. It's like they forgot to add content beyond the mid (or early-mid) game. For example, as a hex mage, you pretty quickly get to the point where you can just run circles around any enemy (even the post-story bosses) applying hexes and torment/rupture until they die. The enemy AI is simply not intelligent enough to cope.
Or you can run a tank build with over 90% physical damage reduction and literally ignore the enemy's attacks.
Or you can get a weapon with enough impact and run some abilities that make you knock down almost any enemy with almost every attack.
Basically, by the time you have a build, you don't get a chance to try it on anything because nothing can put up a fight.

There are some other issues with the game that can be solved with mods. For example, you get like 8 hotkeys or something? Dumb. Not that it matters with certain builds but it's a pointless limitation that adds nothing.

Anyway, still a better game than most. I definitely got enough hours of fun out of it that I don't regret the purchase.
发布于 2022 年 8 月 27 日。 最后编辑于 2022 年 8 月 27 日。
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有 5 人觉得这篇评测有价值
总时数 3,109.1 小时 (评测时 37.9 小时)
It's almost everything you'd want from an aim trainer, because it allows users to create their own scenarios. It's highly customizable with sounds, visuals, crosshairs, movement, FoV, etc. The leaderboards are particularly useful, such that they show you just how much better you could perform on that particular challenge. e.g. how much worse are you compared to the top10 players with tracking? flicking? etc. It's a great way to find your weaknesses and improve quickly.

Also worth noting that if you have an issue, you can post in the "discussion" page on steam and the developer will respond promptly. This was a major factor in my satisfaction with the game.
发布于 2019 年 1 月 23 日。
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