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总时数 10.1 小时 (评测时 4.2 小时)
抢先体验版本评测
As someone who’s sunk countless hours into 7 Days to Die and has a long-standing love for strategy games, I went into 7 Days Blood Moons hoping for a fresh twist on the formula. Unfortunately, while the concept is great, the current execution leaves A LOT to be desired.

Final Verdict: 6/10
as of Friday 07/11/25
Please see below for a more thorough in-depth review.

It's... Ok: 6/10
Performance or gameplay falls significantly below the passing mark.
Requires substantial improvement and may have critical flaws or issues.
Understand that it's "Early Access" to the T. It currently (aside from the skill-trees) feels like a beta.

Not Currently Recommended - ✘

Brief Overview:

Gameplay Experience:

Intuitive Controls:
☐ Very Difficult
☐ Difficult
☑ Moderate
☐ Easy
☐ Very Easy

Balanced Gameplay:
☐ Poorly Balanced
☑ Somewhat Balanced
☐ Moderately Balanced
☐ Well Balanced
☐ Perfectly Balanced

Player Engagement:
☐ Not at all
☑ Slightly
☐ Moderately
☐ Very
☐ Extremely

Decision Relevance:
☐ Meaningless
☑ Not Meaningful
☐ Somewhat Meaningful
☐ Quite Meaningful
☐ Highly Meaningful

Rewarding Progression:
☐ Very Unsatisfying
☑ Unsatisfying
☐ Neutral
☐ Satisfying
☐ Very Satisfying

Presentation & Immersion:

Compelling Storyline:
☑ Not Interesting
☐ Slightly Interesting
☐ Moderately Interesting
☐ Very Interesting
☐ Extremely Interesting

Immersive Atmosphere:
☐ Not Immersive
☑ Slightly Immersive
☐ Moderately Immersive
☐ Very Immersive
☐ Completely Immersive

Visual Aesthetics:
☐ Not Appealing
☐ Slightly Appealing
☑ Moderately Appealing
☐ Very Appealing
☐ Extremely Appealing

Audio Quality:
☐ Not Engaging
☑ Slightly Engaging
☐ Moderately Engaging
☐ Very Engaging
☐ Extremely Engaging

Polished HUD:
☐ Very Unfriendly
☐ Unfriendly
☑ Neutral
☐ Friendly
☐ Very Friendly

Design & Technical Aspects:

Game Design:
☐ Poorly Designed
☑ Somewhat Designed
☐ Moderately Designed
☐ Well Designed
☐ Excellently Designed

Content Quality:
☐ Poor Content
☑ Limited Content
☐ Moderate Content
☐ Extensive Content
☐ Abundant Content

AI Behaviour:
☐ Very Poor
☐ Poor
☑ Average
☐ Good
☐ Excellent

Customisable Settings:
☐ Very Limited
☑ Limited
☐ Moderate
☐ Flexible
☐ Highly Flexible

Technical Issues:
☐ Numerous
☑ Moderate
☐ Limited
☐ Minor
☐ None

Final Considerations:

Overall Satisfaction:
☐ Very Dissatisfied
☑ Dissatisfied
☐ Neutral
☐ Satisfied
☐ Very Satisfied

Microtransactions:
☐ Extensive
☐ Substantial
☑ Moderate
☐ Minimal
☐ None

Replay Value:
☐ Very Low
☑ Low
☐ Moderate
☐ High
☐ Very High

Cost-to-Play Ratio:
☐ Overpriced
☑ Poor Value
☐ Fair Value
☐ Good Value
☐ Excellent Value

Recommendation.
☑ No
☐ Yes



Not Recommended
Playtime: Enough to understand the loop

7 Days Blood Moons has a great concept on paper: four survivors building defences while a human-controlled Zombie Master commands the horde. It’s a faster, arcade-style spin on 7 Days to Die’s Blood Moon idea, and that part is genuinely appealing.

Unfortunately, the execution just isn’t there yet.

Maps & Base Building:

Maps feel about the size of a "Dead by Daylight" map. While that’s fine for running around, it’s not enough for meaningful base-building. Each map basically ends up with a single “meta” spot, usually elevated, and everyone builds there because:

* Resources are limited
* Early structures are extremely weak
* Ground-floor bases collapse too easily

Because players build high, the Zombie Master often just breaks the supporting blocks and collapses the whole structure. It makes every match feel the same and kills creativity.

Building itself is also extremely basic. You're currently limited to:

* One square block schematic (scrap metal max)
* Spike traps (scrap metal max)
* Doors (scrap metal max)

Two additional traps (the turret and the piston turret) exist, but they’re deeper in the tech tree. Combined with the short prep time between waves, there’s rarely enough opportunity to build anything meaningful before the next attack starts.

Resources, Upgrades & Progression

Upgrades are purchased using regents, earned by playing matches. Human upgrades are handled at the Workbench; Zombie upgrades at the Chemistry Station. Higher-tier upgrades require specific in-match resources on top of regents.

Another issue is that building resources in matches are extremely limited. You mostly rely on loot crates and air drops every other round, and that’s pretty much it. No mining, no salvaging, no harvesting - just small-map RNG.

This makes progression feel slow and restrictive.

Weapons & Loadouts

There’s no way to craft or buy weapons during the match.
You choose a loadout in the lobby, and that’s what you take in.

That might work for an arcade mode, but crafting and looting for weapons was a huge part of what made 7 Days to Die engaging. Bringing some of that identity into this game would help a lot.

Zombie Master & AI

This is where I expected the game to SHINE - and it’s where I ended up most disappointed.

I want to feel like a Zombie Master.
I want a resource pool, not a token system that dictates how many of each zombie type I'm ALLOWED to spawn and when I’m allowed to act.
I want to make big, high-risk, high-reward decisions that can overwhelm survivors or risk losing a round and giving them an advantage because of it.

Right now, the role feels restricted and passive:

You get given X amount of tokens per night, per zombie type (usually 1 each, apart from the "common") You set up your "spawn points" of what zombie type comes from where. They spawn randomly - in numbers, but there's no real telling "when".

You primarily rely on ability called "possession" which allows you to control a zombie, rather than actually strategising from a down-play view of what your zombie does, goes and attacks.

Meanwhile:

* Zombies bundling up - incredibly frustrating.
* They barely attack structures correctly, let alone blocks you designate for them to attack.
* Ranged zombies lack basic “attack area” commands
* The horde doesn’t behave like a coordinated siege

This game could learn a lot from the classic "Zombie Master" mod, which offered more freedom, more command tools, and more creativity than what’s available here.

General Issues

* Noticeable network problems (rubber-banding, hit-reg issues) which make things challenging
* Currently an extremely small player base, making "Quick Play" unreliable
* There's no in-game text chat; voice-only communication is rough for random groups
* Tight timers between rounds give little time to build, explore, or plan
* UI feels slow and clunky
* Progression requires multiple matches to unlock small upgrades on both sides

All of this adds up quickly and makes the game feel much more limited than it should be.



Overall Thoughts

There is a GENUINELY good concept here. I wanted to like this game - I'm the exact audience for it. But right now it feels like a miniature, simplified version of what a real Blood Moon experience should be. It lacks the depth, creativity, and flexibility that both strategy players and 7 Days to Die veterans expect.

I’m currently not finding much incentive to play more than a couple of matches per day. There just isn’t enough depth or variety to keep the loop interesting.

Rating: 6/10
Great idea, but it needs bigger maps, and stronger and more fluid AI options other than "follow me" and "attack" which is only available in possession mode. Better building options, more resource systems, actual in-match weapon crafting, and far more content overall.
发布于 2025 年 11 月 7 日。 最后编辑于 2025 年 11 月 8 日。
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1
总时数 152.1 小时 (评测时 41.4 小时)
抢先体验版本评测
The game has come a long way since its initial release. Gameplay is tough and promotes team-play, as it should do. The newly added infection system adds another dangerous element into the mix, which is largely a game-changer. Aside from perks, I'd love to see more items in the store that we can spend in-game currency on.

A side note - the forklifts in the Food Store in Waldoboro need to be redesigned with the forks embedded WITHIN the layout of the pallet, not supporting from underneath. Many of us are experienced CERTIFIED™ forklift drivers or deal with logistics in real life and couldn't believe the incompetence of the drivers who must work in that store. No PPE gear, no hard hats.

Immersion broken :kappa:
发布于 2025 年 4 月 23 日。 最后编辑于 2025 年 4 月 23 日。
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有 1 人觉得这篇评测很欢乐
总时数 135.5 小时 (评测时 7.7 小时)
Firstly, I just want to say that I found this game via an Instagram review. Thought I'd give it a try - only a few quid, so why not?

The game is pretty simple; let Ropuka cut grass, spend the grass currency to improve their stats, and acquire collectables by exchanging your excess grass currency into coins.

The game can be scaled and re-positioned on any of your monitors, making it possible to be conveniently tucked away within one of the corners of your desktop. Like many, I like having Ropuka do their thing while I work or happen to be busy throughout the day.

It's not particularly engaging in terms of action - but then again, it's not meant to be.

The graphics are neatly stylized in conjunction with the game's message, which promotes a chilled, laid-back vibe.

I'd love to see additional islands in the future, or the possibility of expanding your island size and recruiting other frog-citizens that do their own thing, which could be part of Ropuka's community.

Overall, a pretty neat lil game with chilled soundtracks to enhance Ropuka's daily never-ending struggle of not being able to get rid of all of that damn grass.
发布于 2025 年 2 月 24 日。
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