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总时数 22.8 小时 (评测时 13.8 小时)
Just had a Mage Cat take 9 turns of Madness in a row, rampaging everywhere, destroying friend and foe alike with a high damage AOE spell and ending the battle in one turn.

How am I supposed to play anything else now?
发布于 2 月 14 日。 最后编辑于 2 月 14 日。
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总时数 57.9 小时
Better than the first in ways big and small, even if not terribly different. My favorite of this type of game.
发布于 1 月 29 日。
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总时数 61.6 小时
The occasional frustrating moment punctuates an otherwise stellar experience. Most of what bothered me was side content, so if I didn't want to do it, that was okay. The main quest, by and large, was pure fun.

Combat is fast and fluid, most of the complexity is on the side of the enemies - Lea isn't doing Fighting Game combos anytime soon. Platforming was sometimes annoying because the art style makes elevations not the most clear at times, but failure to platform was never really of consequence. Puzzles are most the "trigger a specific sequence of events" type thing, more of a dance than something to ponder.

I really didn't care for the story or the setting though. Lea is a sweetheart but I'm not sure that she should be the main character.
发布于 1 月 23 日。 最后编辑于 1 月 24 日。
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总时数 22.8 小时 (评测时 13.9 小时)
It feels good to wander once again.

UFO 50 evokes feelings I thought lost to time. Feelings like borrowing a friend's CD case of games and demo discs, determined to try them all only to get sucked into playing just a few. Feelings like playing a game out of joy, not out of commitment to arbitrary progression systems. Feelings like "Yeah, ok, I'm returning this one to Blockbuster on time for sure".

I do not have a lot of nostalgia for 8-bit and 16-bit era games, a lot of that being the era's big emphasis on platformers, and also not a lot of companies really knowing how to make games "good" yet. The form factor of many of UFO 50's games are similar to that era, but they're all smarter, sharper, and actually well made.

发布于 2025 年 8 月 23 日。
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总时数 38.0 小时
I played Final Fantasy 7, 8, 9, 10, and 12 as a kid, and despite probably playing it the least I've always said 9 is my favorite. Felt good to play it again to remember why.

A lot of it has to do with Zidane being fun, energetic, and largely care free. I have never really liked the gloomy, moody characters in Final Fantasy games like Cloud and Squall, they're just no fun. Zidane is just way more likable than those dorks. The rest of the cast is no slouch either, but a lot of that is stuff I definitely forgot about in the intervening 20 years since I last played FF9. I really, really like the amount of comic relief in the game. It's not always timed well, but I like the gags nonetheless.

The combat system is from 1999, nothing really special, but I do like how almost every boss has weaknesses and status effects. I do like how spells like Protect and Shell expire, as well as healing items being kind of bad to make healers more important. Auto-Regen feels kinda busted by the end of the game though.

If you're new to JRPGs, I would mostly treat this as a completionist kind of game, in that you want to play through every Final Fantasy game, not just the highlights. It's still my favorite but from a historical perspective it's definitely not weird like 8 or groundbreaking like 10. It's a simpler, cozy game, never taking itself too seriously despite the universe ending like in all Final Fantasy games.

If you play Magic: The Gathering, then you should absolutely play Final Fantasy 9! Not because of the Tetra Master minigame - I think it's horrible - but so you can see that Vivi really is the best little guy and deserved a busted Mythic Rare card. And then also see that Eiko got robbed.
发布于 2025 年 8 月 15 日。
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总时数 27.4 小时 (评测时 7.6 小时)
I think Cauldron is a neat little game, and a wonderful bit of inspiration to get out there and make your own games. I put about 10 hours into the demo before release, and imported my progress into the full game.

Cauldron is exactly what it claims to be: a small collection of minigames with huge tech trees, with options to automate things as much or as little as you want. Play minigames to collect resources, turn those resources in to get talent points to upgrade your characters, or buy minigame specific upgrades. Super simple but fun idea, instead of grinding battle or quest XP, you're grinding the minigames.

So, how are the minigames? Better than they first appear! You'll have three to play right away, as much or as little as you want. The gameplay actually changes quite a bit as time goes on. The first minigame most people will grind, catching apples, turns into a bullet hell once you've bought a bunch of upgrades extending the timer. Another one becomes more about careful route planning to chain power-ups together. They also have different paces and appeal to them; not all of them are played in real time. On top of that, there are some variants on the minigames on the map, turning some of them into curated puzzles.

The minigames power the turn based battles, so how are the battles? Simple, but fun. You can rearrange your party and change your builds as much as you want. Losing a battle is without consequence, and there are no consumable items to deal with; bring a healer if you want access to healing. Characters have 3 commands, two of them limited by their respective, shared resource bars. Some of the battles have A LOT of enemies in them, but you can toggle between auto-battle and manual control on the fly to speed up the inevitable outcomes.

What you're not getting: any sort of different upgrade paths. This isn't a game where you play through once with a certain build and try something else the next time. Everyone is going to follow a more or less similar upgrade path, there are no branches to follow, only more and more boxes to check off. Which is fine, you're going to have sooooo many ways to make numbers go up.

Overall, Cauldron is a neat little game. Nothing revolutionary, but that's why I think it makes for wonderful game design inspiration. I can see how this game was built in pieces over time, and now join together in a nice little package. If you're not sure how much time you'll put into the full game, the demo should give you a very good idea of what you're in for, and if you decide you like it, none of your progress is lost.
发布于 2025 年 5 月 22 日。
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总时数 40.8 小时 (评测时 3.1 小时)
Worst Airbnb experience of my life. Host insisted we sleep OUTSIDE IN A TENT instead of in the huge mansion. Don't forget your belongings inside, they WILL get lost and the owner will be no help!
发布于 2025 年 4 月 17 日。
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总时数 19.2 小时
Fun game, wish it was longer.
发布于 2025 年 3 月 26 日。
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总时数 108.4 小时 (评测时 17.3 小时)
I am having a blast with Wilds. I only got into Monster Hunter after running out of Dragon's Dogma to play, but the Wilds beta got me actually excited to play, and after finishing the "low rank" portion of the story and the game is now opening up a little bit, I'm ready to play it a lot more.

The story in a game like Monster Hunter Wilds really only needs to be functional: easy to follow, reasonable stakes, explain the world a bit, then get out of the way. Wilds mostly does that, but I think the cast does a great job taking characters that are somewhat cardboard cutouts with a boring script and elevating them above that. The pacing doesn't always pair well with the gameplay; some parts feel a bit like a boss rush, because Wilds stripped the slower aspects of what I experienced in MH: World, namely the monster tracking. The story is mostly you running into monsters and not really about picking up a trail of clues, followed by a fight. You do get some time to gather materials via conversations-while-on-mounts-moving-slowly, but the game also gave me a lot of potions and basic materials to start with. But worse for me, it meant that some of the monster reveal cutscenes did not play out as exciting as I hoped, because the rate at which these huge fights occurred was quite fast.

Think of your typical dungeon design, be it in Elden Ring, any Zelda game, whatever. The big fight happens at the end as a climax to the experience before pushing your out into a more mellow part of the game where you pick berries or throw chickens over fences. Monster Hunter Wilds has a lot of climaxes only really spaced out by a cutscene and any time you voluntarily spend away from the story. It is gameplay with no filler, for better and worse.

No complaints about gameplay at all. Maybe it's too easy, but difficulty's function is different from game to game, and I think in Monster Hunter serious challenge is best saved for later, when the story is mostly played out. What is more important to me is that the monsters are fun to fight, and I really enjoyed all of them and look forward to turning all of them into Charge Blades.

发布于 2025 年 3 月 4 日。
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总时数 21.6 小时 (评测时 20.6 小时)
I'm not sure if this is my favorite game from Supergiant (I still love Transistor a lot), but it's definitely their best. They are very good at making these isometric punchy punch games and Hades is just the biggest one with the most stuff to do.
发布于 2025 年 2 月 1 日。
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正在显示第 1 - 10 项,共 48 项条目