4
已评测
产品
0
帐户内
产品

Docjekyll 最近的评测

正在显示第 1 - 4 项,共 4 项条目
1 人觉得这篇评测有价值
总时数 394.8 小时 (评测时 212.5 小时)
抢先体验版本评测
Compelling PvE + PvP experience
I had never played an "extraction" game before, but this one really pulled me in. It is easily worth the $25 cost of admission and I quickly grabbed the higher "Supporter Pack" DLC (even though the actual in-game benefits they unlock are purely nice-to-have, IMO).

Even though you can lose a lot in a single run to the full loot PvP, the progression across matches is steady and rewarding. The PvP has a lot of depth and adds a lot of excitement and variation to the PvE + progression. There really is no comparing normal enemy AI to a player opponent in terms of making play sessions more interesting. The combat mechanics allow for a lot of creativity and outplay potential.

Each class has strong identity and great theming. Within each class, weapon + armor options provide a lot of expression and variety. For example, a priest switching from staff to sword/shield significantly changes how you have to thing about resource management and skill/cooldown usage.

The art looks fantastic all around and creates an immersive world that's fun to explore.

The development team is small but making great progress so far. They are using the Early Access period to tweak game balance, experiment with game modes, and gradually roll out new content. Because the team is small, content releases might end up being slower than other live service games. But the team has already announced that they plan to release new classes and map early in the year and they may experiment with things like duo queue. The team is active in Discord and shares regular updates for those who are interested.
发布于 2025 年 3 月 14 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 101.6 小时 (评测时 68.1 小时)
Solid tactical RPG gameplay. Well worth your time and money.

The main campaign story is enjoyable and just the right length. The sound and graphics are great for tactical combat, but the character art and voice performances undercut the seriousness of the story somewhat. Still, as long as you're here for the tactical dungeon-crawling rather than an epic story, you'll have a great time.
发布于 2024 年 7 月 8 日。
这篇评测是否有价值? 欢乐 奖励
尚未有人觉得这篇评测有价值
总时数 32.9 小时 (评测时 21.3 小时)
I bought this game during early access nearly 3 years ago. It was worth the money then, and it has improved so much since then.

20XX is an action-platformer in a similar style to the Mega Man X games for SNES. The twist is that the levels, powerups, bosses, etc are procedurally generated, providing greater replayability. There are also several features designed to improve replayability, such as online multiplayer, metagame progression (unlocks, etc), seeded challenges, multiple characters (basically, ranged or melee).

The procedural generation serves to keep things interesting, but it is not purely random. Difficult optional paths often hold stronger powerups. Stages get longer and bosses change their behavior based on the order in which you fight them. This means that on one run you may encounter the penguin boss first and defeat him easily, but on the next run he may be the 5th boss and prove quite challenging. Currency and shops also help give you control over the randomness. You can collect "nuts" and spend them on extra health, energy for weapons, or save up for new powerups/weapons.

After playing for a while, you will start to notice the recurring rooms used in the proc-gen, but most of them have multiple ways to traverse them. In some worlds, the levels are pretty clearly a series of rooms stitched together in random order while other worlds do a better job of creating a level that feels like it was created by hand. However, all the stages still have hidden paths to uncover. The challenge becomes how to adapt your playstyle to the powerups/weapons/enemy patterns you are given in order to complete a run as efficiently as possible.

Noteworthy features:
  • Online co-op play
  • Seeded challenges
  • Metagame progression (powerup unlocks)
  • Lots of melee/ranged weapons supporting a variety of playstyles
  • Great, energetic soundtrack
发布于 2017 年 8 月 17 日。
这篇评测是否有价值? 欢乐 奖励
有 12 人觉得这篇评测有价值
总时数 640.4 小时 (评测时 102.8 小时)
抢先体验版本评测
Dungeonmans is a huge value buy. I'm over 100 hours in and it still provides new and interesting moments every time I play.

It's a rogue-like and that means challenging permadeath gameplay; however, the game also has the "Dungeonmans Academy" which provides limited permanence and can make the game more forgiving over time for less skilled players. The combat is highly tactical (all turn-based) and different combinations of enemies continue to provide unique challenges even after you're familiar with how to defeat each enemy individually. The main level cap is 15, which sounds low, but each level represents a significant bump in power and challenge.

Character advancement is simple, yet rewarding. Powers can be chosen freely without class restrictions, so you can have a wizard clad in full plate wielding a giant axe if you want. Some powers can only activate with certain gear equipped and a small handful of the most powerful abilities have to be "unlocked", but those restrictions all feel quite reasonable.

One aspect of this game that's hard to describe is the humor and the overall feel. As you well might gather from the title "Dungeonmans", the game doesn't take itself too seriously. Oddball monster varieties, subtle self-reflective mocking of RPG/adventure game tropes, and humorous flavor text are woven into nearly every piece of the game. It helps balance the seriousness of the gameplay, frequently giving you a reason to smile while playing. It's also nice that the humor is unimposing and unpresumptuous--it doesn't try too hard to make you laugh. It reminds me a lot of the feel of a tabletop D&D session with old friends--occasionally serious, sometimes laugh-out-loud funny, always enjoyable.

The game is highly replayable for a number of reasons. 1) You usually know exactly why you die when you die (needed to drink a healing potion 3 rounds ago, shouldn't have entered that large room at half health, etc). 2) Since the academy makes subsequent attempts incrementally easier, there is always the challenge to complete the game in fewer characters. 3) The randomly generated dungeons occasionally have hidden rooms with very challenging encounters (sometimes optional, sometimes not). On later playthroughs, you can keep it interesting by opting in to these big challenges. 4) There are enough rare/unique items that I still see new loot nearly every playthrough. 5) The developer has teased several types of end-game content which will likely be available once the game is out of early access.

The last thing I will say is that the developer has done an incredible job with the "early access" phase of this game. He is highly responsive to individual players, he openly shares progress, and regularly incorporates community feedback into the game development. He streams development on Twitch and releases updates regularly. That's exactly why a lot of gamers prefer indies over AAA publishers, so we need to make sure to show our appreciation for the ones who go out of their way to focus on community.

Summary
PROS
  • old school rogue-like challenge
  • high quality pixel art with a retro feel
  • both traditional keyboard and point-and-click input supported
  • awesome retro-RPG-inspired soundtrack by Zircon (of OCRemix renown)
  • great replayability
  • highly engaged, responsive indie developer

CONS
  • PC only
  • difficulty may be frustrating at first if you're new to rogue-likes
  • sprites are not fully animated (abilities are, but the sprites themselves remain static)
  • difficulty curve spikes at some levels and falls off at others (may be resolved with full game release)
发布于 2014 年 11 月 27 日。
这篇评测是否有价值? 欢乐 奖励
正在显示第 1 - 4 项,共 4 项条目