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Nick Scopre 最近的评测

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有 3 人觉得这篇评测有价值
总时数 59.7 小时
It breaks my heart to not recommend this game because I can tell a lot of passion went into it, but I cannot in good faith recommend it.

I like 100%ing the incremental games I play, they're usually fun 1-8 hour experiences and have some neat gameplay or interesting decisions made by indie and solo developers. This game nails it, plus awesome art and music, until you get out of the early game. Like by the 5th or 6th boss, it's incredibly slow. I would've loved this game if it took me 6 hours to beat, not 60, most of that time of which was AFK just letting the kills rack up.

It is possible I had a bad build but I really don't think I did. I experimented with a lot, I soft and hard prestiged a bunch, I even reviewed guides to see if I was missing something. There are two core problems with the pace of this game:

1. EIther boss health or player damage scales WAY too high in the late game, even some of the most optimal builds I could afford (more on that later) just took forever, especially when most bosses need to be defeated 1000 times.
2. Actual progression in this game relies on Divine Gems, which aren't a paid currency thank nuts, but are extremely timegated. You need to wait 20 minutes to be able to purchase 2, and in the mid game especially its very likely you won't have what you need to trade, or you would be trading something far more valuable such equipment for a rarity upgrade.

The most recent update seems neat, but it doesn't really fix the core problems in my opinion.

No disrespect to the devs, this is a really neat and cute game, I enjoyed it especially in the beginning when I was present enough to enjoy all the different artwork and music; but with love, there are flaws.
发布于 10 月 12 日。
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一名开发者在 10 月 16 日 上午 8:57 作出回复 (查看回复)
1 人觉得这篇评测有价值
总时数 10.0 小时
Great little clicker...horror? game.
发布于 10 月 11 日。
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总时数 3.2 小时
this is absolutely a recommend: the vfx, sfx, music, narrative, every component and their sum is fantastic EXCEPT the gameplay in the middle of the game. the beginning was enamoring by sheer novelty, horror, and intrigue, and in the end of the game they really stepped up the puzzle and exploration side of things (plus a really frickin cute cat wtf) where the game is elevated beyond the surreal horror walking sim at its core better incorporating player consideration of what tools and items to use where alongside considering their themes and meaning.

i saw movement speed got increased which may help in some areas, but i think there's just some areas to think about for your next works. i actually liked the long walks in a lot of areas because they emphasized distance and scale. in the spoilers i have specific of critique:
1. the pig machine factory looked great but was really boring, i wanted more puzzles here, i feel like i just went on a few ladders and flipped two switches and watched the character hold onto a hook.
2. after the pig factory, i went to check out what happened to the route back to the pig factory and it was blocked, it would've been nice if i could jump into the fire to respawn or just have been blocked from walking all the way there (would be nice to have more of this generally, prevent me from going places with absolutely nothing).
3. The submarine section really dragged. The two buttons seem pointless, especially since the woman's ghost emphasizes of the two-key system anyway. This section was just really long, a lot longer since both going to get the code and leaving to put the code in I tried to make the sub level when instead I was supposed to make it lopsided, which meant i had to walk back and forth both ways. easy solution here, just don't let the player make the ship level if its never useful and only wastes time. spending time experimenting is okay, for example in the last section of the game there's lots of things to try and you learn what works and what doesn't; the submarine is different where there's just an extra option that screws you.
devs please note i mean for this to be constructive criticism, i think you made a very powerful and intense game and i'd love to see what you make in the future.
发布于 9 月 27 日。
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总时数 1.1 小时
cute and novel incremental game
发布于 9 月 16 日。
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总时数 2.4 小时
What you see is what you get, plus a little bit of secrets to discover. Would be nice if after beating the game once there was an accelerated mode; or just a faster way to get bounces generally since often I would have a specific arrangement of ducks and jiggle my mouse in a curious way to rub the ducks together since that was faster than bouncing them.
发布于 9 月 12 日。
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有 7 人觉得这篇评测有价值
总时数 3.5 小时
The visual style of the game is extremely strong. I kinda wish the game leaned more into the sniper side of things but that's just because I've been itching for a satisfying sniper game. While you do use a sniper rifle, this is more of an arcade puzzle game; I wouldn't even call it a shooter. It's a very unique experience, and I think the game overall is a complete package.

发布于 9 月 12 日。
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总时数 6.2 小时
This game's very similar to Gnorp Apologue, but I feel both excel in their own ways. Namely, I feel this game really nails the pseudo-prestige not really being a loss of progress, and the building durability system rewarding experimentation in a really satisfying way; whereas in Gnorp I felt like experimentation yielded weaker results than committing to one thing. Generally, I feel this game has a lot more options.

Despite the similar art style, this game absolutely is unique from Gnorp and should be considered its own, and both games are worth your time.
发布于 9 月 12 日。
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总时数 6.1 小时
I loved this idler, and I felt like the decisions mattered in progression. I have two points of criticism, first being that I just wanted more which is a good thing to feel after a game. Second, the latter parts of the game, namely the solar wall dragged a little.
发布于 9 月 12 日。
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总时数 4.0 小时
Nice little incremental game. Music, UI, and sounds are a highlight.
发布于 9 月 12 日。
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总时数 2.9 小时 (评测时 2.1 小时)
抢先体验版本评测
I fell in love in the demo, and i'm now drowning in excitement for the future of this game

Daniel and Co., you've got hot ♥♥♥♥♥♥♥ product on your hands, keep up the fantastic work.

I'm work in software/ai, so in other media i feel these story beats drag; but VOID/BREAKER nails it with a delightful apocalyptic blend of the usual evil ai.

Only thing I'd really note is that more mods, more enemies, and more tiles to keep things fresh would help this game go even further than it already will. Also, sometimes there's not much of a decision on routing since there's just a seemingly best way to go. Also, you can't have too many challenges/achievements, look at Deep Rock Survivor or more recently Abyssus for that. It's a great way to introduce players to the depth of mechanics they might not have already interacted with.

I can see smart design choices taken from or shared with other popular roguelikes, keep that up and be proud of the many unique and incredible innovations on your part.

But yeah long and short of it, even in this early access this game has sauce, swagger, style; the works.
发布于 8 月 19 日。
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