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有 2 人觉得这篇评测有价值
总时数 23.7 小时 (评测时 8.1 小时)
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I played the demo for over 20 hours—which is something I almost never do. That alone should speak to how much potential this game has. The core formula is excellent.

The full release is an improvement, particularly in terms of content, which was sorely lacking in the demo. That said, there are still significant issues that risk undermining long-term retention. This game is a gem, but if key systemic problems aren’t addressed, player drop-off could create a negative domino effect.

I’m a systems game designer who has both played and worked on games in this space extensively, so the feedback below is meant to be constructive and actionable.

1) Game Balance & Progression

At the moment, balance issues cause the gameplay loop to become stale far sooner than it should.

I was able to fully kit myself in legendaries within ~3 hours. Legendary items should not drop on the first difficulty tier, as they trivialize early challenge and flatten progression.

Legendaries should unlock on later difficulties.

Mythics should be true chase items: extremely rare, endgame-focused, and tied to both high difficulty and crafting investment.

Loot scaling needs work.
Loot drops should scale more aggressively with alarm level and endless mode to encourage long runs. Currently, there’s little incentive to push deeper.

“God runs” lack impact.
Compared to Hades (an obvious inspiration), god runs here don’t feel nearly as meaningful.

The game should be harder by default.

Legendary/Mythic perks should be significantly more powerful and build-defining and have higher odds of appearing if you don't have any active.
Combined with better rarity distribution, this would greatly improve overall balance and satisfaction.

Unlock pacing is too fast.
Recipes and medallions unlock too quickly and don’t feel impactful enough to justify their existence. Progression feels front-loaded rather than earned.

Give players agency over unlockables.
Unlockables like Megabonk should be toggleable, allowing players to target specific builds. If difficulty increases, this agency lets players offset it intelligently rather than through raw power creep.

Extraction is too forgiving.
Consider the following:

Fewer extraction slots

Smuggler appearing less often

Removing extraction slots from inventory entirely
Risk should be meaningfully tied to reward.

Oh, and add currency exchange via NPC interaction and endless currency sinks that grant really minor bonuses to stats (like 0.1%).

Overall, the systems themselves are strong and well-integrated—the issue isn’t design quality, but tuning. Right now, the parameters undermine the loop.

2) Multiplayer Experience

This game is clearly designed with co-op in mind. I won’t touch on technical issues since I’m sure you’re already aware of them.

Add matchmaking to the main menu.
An instant, easy queue option is a UX no-brainer. This game will live or die by its community, and right now player friction is far too high.

Solo vs co-op balance (future-facing).
Ideally, solo play should be harder, and co-op—especially with randoms—should be encouraged. However, this should wait until multiplayer stability improves.

3) Content Variety & Systemic Depth

The demo lacked content, and while the full release improves on this, the issue still remains.

I understand resource limitations, but content volume isn’t the real problem—systemic depth is. Hades has relatively limited content as well, yet its systems support ~100 hours before true endgame. In Raiders, players can reach that point in ~5 hours.

This again comes back to progression pacing, difficulty scaling, and meaningful build variance.

4) Enemy Scaling & Counterplay

Currently, enemy difficulty appears to scale largely through numbers rather than behavior, which contributes significantly to the feeling of repetition.

Most enemy AI operates in very similar ways via telegraph spamming resulting in combat that doesn’t meaningfully test different player skills or builds over time.

Look at Hades and analyze their AI design in depth. Introducing more distinct enemy archetypes that function in a rock–paper–scissors relationship with player perks, classes, and loot would greatly improve systemic depth.

Certain enemies should explicitly pressure positioning, others resource management, burst damage, sustain, or crowd control, forcing players to adapt their builds and moment-to-moment decisions rather than relying on universally strong setups. Its very binary at the moment with little skill and agency impact, either you dominate or get stomped on.

Difficulty would then emerge from counterplay and adaptation, not just inflated stats, making late-game encounters feel more engaging and earned.

Final Thoughts

This game has tremendous potential. The foundation is solid, the systems are smart, and the experience is already fun—but the tuning is holding it back from greatness.

I genuinely hope the team recognizes what they have here and pushes it to its full potential. Despite the issues, if you’re looking for a fun looter experience, I still recommend it—with the hope that future updates fully realize what this game can become.
发布于 2025 年 12 月 16 日。 最后编辑于 2025 年 12 月 18 日。
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总时数 115.2 小时 (评测时 89.6 小时)
Won’t be surprised if this gets nominated for GOTY.

The game distracted me from real-life issues, ruined my sleep schedule, and made me neglect my responsibilities. If you’re the type of person to pull an all-nighter when playing a new, highly addictive game — beware! I just uninstalled since I can’t help myself; been playing 12 hours a day for the past week. I’d love to put another 100 hours in, but I simply can’t afford to. I’ll likely come back at a later date.

Just superb all around — quite possibly the best survivors-type game. Here’s what makes it stand out:

1) Meaningful Exploration & Procedural Content
Death Must Die was the top title within the genre to execute this well, but it still doesn’t come close to what Megabonk achieves. The game is highly replayable due to its procedural nature — far more so than Vampire Survivors. I’ve always felt that the genre would benefit from more procedural content, and this delivers in spades. There are countless objects that can spawn anywhere on the map, keeping you on the move at all times as you chase that early legendary power spike. As a result, the game constantly tempts you to be greedy — which leads to point #2.

2) Pacing & Difficulty
The pacing is excellent. Thirty-minute runs can feel tedious in other games, but here you have three stages, each lasting ten minutes (and you can choose to play just a single ten-minute run if you prefer). You’ll fail more often than not — which is fine, especially early on as you learn the fundamentals. Those “god runs” feel all the more satisfying and meaningful as a result.

3) Competitive Component
Trying to optimize your runs can easily extend the playtime to hundreds, if not thousands, of hours. If new content continues to be added regularly, I can easily see this game thriving. DLCs would sell extremely well. This aspect could be expanded further — features like co-op would skyrocket its popularity even more.

4) Short-Term Progression (Mid-Run)
Build variety is limited for now but fundamentals for it are fantastic. I’m sure meta balancing will improve over time, but again, the core fundamentals are already solid. Getting a specific legendary early on can completely change your build path, which keeps things fresh. Few games in the genre manage this as well — Brotato might be the only one that comes close.

5) Long-Term Progression (Unlockables)
No survivors-like does this better. Pursuing unlockables, achievements, skins, and other rewards is incredibly addictive and satisfying. Completionists will go wild over how much there is to discover.

Final Thoughts
An absolute standout in the genre — addictive, challenging, and endlessly replayable. Megabonk doesn’t just refine the survivors formula; it evolves it.
发布于 2025 年 10 月 16 日。 最后编辑于 2025 年 10 月 17 日。
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总时数 372.3 小时 (评测时 40.0 小时)
This is quite possibly the best RTS game ever made. I did play WC3 and Starcraft and very much enjoyed them but I consider Dawn of War to be better than the two. What Relic managed to achieve back in the day, truly innovating on the formula and polishing it to a ridiculous degree resulted in a gem that holds up gameplay wise 20 years later.

Much more casual friendly with lower barrier of entry into the complex RTS genre yet has immense depth.

Art Direction has its timeless charm, animations and sync kills are grim and awesome.

If you somehow slept on this title back in the day and are an RTS/Warhammer fan, BUY THE GAME NOW.

BUT...

...something needs to be acknowledged. Definitive Edition as far as improvements are concerned is very underwhelming. The amount of work that was done on it is absolutely minimal, not sure how big the dev team was but clearly it was under 10 people, probably like 5 and not sure if all were even working full time and if it was more, then the project was poorly managed.

As of right now, Multiplayer is EXTREMELY bugged, in a very sorry state; stats don't work, matchmaking is taking forever, sometimes games don't start, crashes occur, players randomly drop. The list goes on.

I don't want to bash on anyone, that is not the point. I understand that the industry is in a difficult state and Relic has issues of its own we may not be aware of.

The game is clearly selling well for what it is and if greater work was put into it, long term it would be extremely beneficary for the brand and the company as a whole.

My hope is, more resources get allocated to fix all the issues and implement additional features that could help build a greater community around this AMAZING game. Features such as achievements, multiplayer profile progression and more.

What needs to happen now, someone on the dev team needs to talk some sense into buisness people and go down the corporate chain of executives to approve greater funding. I am sure the dev team wants to commit more and we got DE instead of remaster only due to financial problems facing Relic. Use the success of DE for pitching, interest is IMMENSE but retention of the game will drop drastically if nothing is done to fix issues and upscale development resources.
发布于 2025 年 8 月 15 日。 最后编辑于 2025 年 8 月 17 日。
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总时数 43.9 小时
This game is everything I wish Dead Cells was - I really wanted to like Dead Cells but it was not for me, way too difficult without any way to mitigate the challenge through progression (well, there was but it was very limited). Plus, the difficulty and learning curve were really steep.

This is not the case with Dragon is Dead. If you are familiar with ARPG games like Diablo or Path of Exile, you can optimize your character to make the game much easier.

Plus, everything about this title is top notch - the vibe is very Berserk-like, dark fantasy with some asian folklore thrown into the mix. Combat feels great, really polished and progression is extremely rewarding and meaningful.

Totally recommended, great game that is much more Roguelite than Roguelike.
发布于 2025 年 6 月 19 日。 最后编辑于 2025 年 10 月 21 日。
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总时数 16.0 小时 (评测时 2.9 小时)
Hades looter with some extraction elements thrown into the mix. Very polished 3C, addictive & highly replayable gameplay loop.

Huge potential, depends how endgame & content is handled.

Will share more after I put more hours into the final game. Definitely try out the demo!
发布于 2025 年 6 月 14 日。
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总时数 68.5 小时 (评测时 23.3 小时)
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One of the best, if not the best titles within the genre. The amount of content and systemic depth in this game is out of bounds. Topped with an immense sense of achievement and meanigful progression.

If you're not a fan of seeing your screen turn into an eye candy fest of flashing visual effects akin to Path of Exile endgame, this game might not be for you. But other than that, it is superb.
发布于 2025 年 6 月 4 日。
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总时数 62.3 小时 (评测时 36.2 小时)
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The game is great, especially given it just launched in EA. If you're fan of bullet heaven games, I am sure you're going to have a blast. Has huge potential for sure.

+ In-depth progression akin to looter games. Nothing revolutionary here but has been executed well. Death Must Die is an obvious comparison, I do like the itemization here a bit better though. Plus you have things like item upgrading, crafting etc. which is great!
+ This is linked to the above - the game is challenging and loot progression feels rewarding. You actually need to optimize items well to beat further stages.
+ Enemy archetypes feel distinct and require some playing around, especially early on; step in the right direction for the genre.
+ Has some procedural content which this genre I feel could really benefit from. Mimics can spawn mid-run, enmies/bosses can differ.
+ Each run feels different, you are incentivized to try out different talents since they have a small chance to give you up to 4 additional points.
+ Good UI/UX, has a very clean look and feel to it. I'd say definitely much better than Death Must Die.

- Legendaries drop a bit too early on I think. The game could use one more item rarity and 'chase' items. Optimizing for stats is less fun, especially for casuals.Keep the same power level of items but just make legendaries rarer and more powerful by default.
- Character stats could use additional tooltips to explain their logic in greater detail for min maxers.
- Map exploration is not incentivized.
- Non-item progression feels somewhat bland, could use greater stat increases and/or more interesting gameplay effects. It is not very fun to spend gold after every run to increase damage by 0.01%.
- Add more gold sinks like being able to gamble for items.
- Could use some additional balancing (don't make it easier though, just smooth out the difficulty curve!).

UPDATE:

Right now I am farming floor 12 effortlessly trying to get better gear, first 30 hours were a blast but now the game became pretty boring, there is nothing challenging and I am just trying to hit most optimal stats on gear.

Here is some further feedback/suggestions:

I like how different mini bosses spawn each run, sometimes you encounter mimics etc. - do more procedural stuff like this so runs feel even more diverse.

The game is in desparate need of an endless mode of some kind, will endlessly scaling power of enemies. Higher scaling = better drop rate for high tier items. Make it procedural as well.

Player hub functonalities; add an option to roll stats on items, gamble items, disenchant legendaries and add sockets onto items.

Make town progression account wide (across characters) and add an additional, more meanigful system, perhaps a talent tree of some kind.

I suggest having one more item rarity, mythic or whatever that is extremely rare. This game needs more chase, super rare stuff.
发布于 2025 年 5 月 20 日。 最后编辑于 2025 年 5 月 23 日。
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总时数 22.3 小时 (评测时 17.9 小时)
Star Wars: Outlaws is a joke compared to this timeless masterpiece. It truly is sad that after over 20 years of tech advancement and likely AT LEAST 10 times the budget we get something much worse with no soul.

Knights of the Old Republic was made with love by developers that truly understood and cared about the IP. It shows. If you have not played this game, you are doing yourself a disservice. It is the only full fledged Star Wars RPG ever made.

Combat system might be lackluster, especially by today's standards but hollistically the game continues to shine even to this day. Its narrative design is second to none.
发布于 2025 年 5 月 2 日。
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总时数 31.8 小时 (评测时 22.3 小时)
First decent auto battler roguelike to come out. Never understood how noone managed to make one after the auto chess trend boom. Seen many comparisons made to TFT here, not sure why, the game borrows some elements from the formula but utilizes its own unique gameplay solutions.

Personally I would have included the star up mechanic in some form which is like an absolute staple of the genre. There is little incentive to swap heroes out mid-run after leveling them up to 2~ and establishing a comp.

Most importantly though, The Last Flame has a lot of depth and learning all its systems is an absolute blast.
发布于 2025 年 2 月 17 日。 最后编辑于 2025 年 2 月 18 日。
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总时数 136.5 小时 (评测时 14.5 小时)
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Huge step up from the previous CCG that Everguild worked on (Horus Heresy: Legions) in terms of the overall production quality, including UI/UX. The game is actually much closer now to titles such as Hearthstone, Legends of Runeterra and Marvel: Snap.

The thing is, Warpforge is extremely similar to the said games and doesn't really bring much to the table in terms of innovation. I guess there are some decent mechanics that help flesh out each race, giving them a distinct identity but... it is just more of the same yet again. Short term the game will attract some fans of the Warhammer 40,000 IP, probably even getting a million or two downloads on mobile but long term the retention will see a great, steady decline unless we see something fresh as far as the gameplay systems are concerned.

Lots of complaints from the vocal, somewhat uninformed minority in regards to balancing and monetization. To be expected. Balancing is fine given the game is still in early access and data gathering (and analysis) was limited. I am confident they'll adjust it accordingly within the constraints of the card game formula. Monetization also seems fine in contrast to other titles on the market. Not overly predatory. Might be confusing to the casual audience though. Just in case you're wondering I don't know what I am talking about, I didn't spend a single dime and yet after having played 40~ ranked games, I won about 35 and I am close to getting to the top 50 rank. If you figure out how the system works, you can build a good deck rather quickly, at least for the time being since the card pool is limited (the game just released).

So, I could see myself recommending Warpforge but again, if it is to last, the design team really needs to step up their game and come up with some cool features/modes. Something that really flips the table and diversifies the extremely repetitive gameplay loop which so many players worldwide are slowly getting bored of.

To give an abstract example: a global faction system of sorts with guilds that pits the players against each other in groups, fighting for control of 'faked' galactic territory. Just the fantasy, gameplay logic remains relatively simple, I am aware that Everguild's resources are limited since they're more on the side of an indie company.

Bear with me; each ranked game win/loss counts towards a % value that is displayed on the galaxy map UI. Guilds of players constantly fight for it within a seasonal cycle and obtain rewards depending on the faction's placing (lots to consider here in terms of design algorithms to prevent very one sided, frustrating outcomes but totally manageable, multiple live service games have successfully done this before).

I think it fits the franchise well and could be a simple way to keep things more interesting within this extremely stale genre. There is also a social component that might help build an actual community around the title. I feel like many card games such as Gwent, Elder Scrolls: Legends and basically all the other major ones still kicking totally missed one of the key aspects of card games: social interaction within a community. One would think that converting the experience into the digital space would actually strengthen it but it would seem it does the opposite.

That is just one example of what kind of things they need to consider to implement if Warpforge is to remain competitive. Introducing new cards and cosmetics just won't do.
发布于 2023 年 10 月 22 日。 最后编辑于 2023 年 10 月 22 日。
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