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正在显示第 1 - 10 项,共 37 项条目
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总时数 2.2 小时 (评测时 1.7 小时)
One of the most charming Mario imitations of the Flash era, Enough Plumbers goes its own way with a focus on puzzle platforming and has a lot of funny things like flying eggplants and a powerup that makes a plumber kill any other plumbers they touch. It's worth remembering that this is a 2010 game, so they beat NIntendo to the punch on the whole "let's clone Mario and control them all at once" thing. It took me an hour to beat every level, but that was a really, really fun hour and this game only costs you a dollar. I'd buy that for a dollar!
发布于 3 月 30 日。 最后编辑于 3 月 30 日。
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总时数 6.5 小时 (评测时 4.4 小时)
Super Crate Box was one of the first games I got on Steam, back in around 2013. I remember not liking it and dropping it quickly, but now I understand. Oh, I really understand, this is an amazing arcade game. There isn't really difficulty scaling as you get more crates, so it's always at maximum intensity, but what really creates the ebb and flow of things is the gun game element of not knowing what weapon you're going to get out of a crate and whether it's suited to the current situation unfolding with the enemies pouring out of the top of the screen.

It's a bit hard to describe it all but there's a ton of quick decision-making that goes into this. Some weapons can clean house with some drawbacks, and some mean you have to maneuver out of the way with good jumps and even find another weapon ASAP. And if you die you can get right back into the action and try again, it's addicting but not exploitative. It's also huge that an enemy falling into the fire doesn't mean you lose - it's harder when they're enraged, but you can actually come back from the setback of a bunch of enemies enraging and keep your run going. The three maps also have their subtle differences between them that you can really start to understand and appreciate after about a hundred attempts. Similarly, some weapons that are usually overkill in the normal game mode will make a lot more sense when you see them in the harder SMFT and Ambush modes.

It's a pretty quick endeavor to unlock all the weapons, but that's a good thing! I don't think meta-progression is healthy for a game like this, and as it is, it serves to get you accustomed to the more normal weapons before throwing the awkward ones at you. When you get them all, SFMT mode (not sure what that stands for) gets a funny "official" sticker on it that reflects this kind of thinking. I don't like the completion percentage rating on the stats screen, though. Players should never be completion-minded on a game like this. That may be my only nitpick with the game!
发布于 1 月 27 日。
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总时数 6.7 小时 (评测时 6.3 小时)
Oh, this game is truly wonderful. I never had those tamagotchi games growing up, so this was a new thing for me. The most I had to compare to was taking care of puffles in Club Penguin. There's a bit of DNA there, since you feed your pet, but also furnish their room and play minigames with them? But maybe all of these are just normal tamagotchi things!

What I found in Bugaboo Pocket is a gentle, touching experience that lets you choose what kinds of relationships you want to forge with the bugs. But I felt encouraged to take care of each one - when I did fail to take care of one of their needs I wanted to learn from my mistakes. That's a game in and of itself, just getting to know each bug's preferences and what you have to do to best care for them, but it's very chill about it.

I really like the story being told through Silvia and EZ's letters and the cutscenes that show up after you make substantial progress. But it's also nice that I don't feel too pushed to go after every goal. They're just there. I'm having a lot of fun messing around in the minigames and petting my bugs for doing a good job. You're spoiled for variety with the minigames, but the gameplay loop is smart and ensures it's not all about them. The game's also got a good sense of humor in the moments where it counts, and that adds a lot to its personality.
发布于 1 月 27 日。 最后编辑于 1 月 27 日。
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总时数 1.7 小时
Here's a neat game. It's kind of a puzzle platformer, but in order to do what it does, it's very serious on execution - there is a mastery expected of each level you go through. Expect to be challenged! What you get, though, is a game that teaches a very special kind of skill - the skill of how to go on autopilot with one hand/wizard while focusing on the other, and quickly switching your focus between the two. It really is the ambidexterity that the game's marketing is all about, and it's impressive to see this idea carried out so well.

If you're looking for something you've never seen before, this is certainly worth the eight dollar price. I haven't beaten the game, but the game does have an accessibility option which allows you to make the time limits in each level longer. This makes the execution required in each stage more forgiving, and I'll consider it if I'm in the mood to play again.
发布于 2025 年 12 月 14 日。
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总时数 30.3 小时
抢先体验版本评测
9 Kings is a nice roguelite, very promising for a game in its early access phase. It's easy to understand how things work, but the idea of "where should i put this card in the playing field?" adds some wonderful stuff to the decisionmaking process in each turn. I disagree with the idea that the game doesn't have enough content at this point to be worth picking up - I think that even with only 7 of the 9 kings implemented into the game, there should already be plenty for you to do.

I really like that upon unlocking a new difficulty level, you can play it on any of the kings you have, not just the one that you fulfilled the requirements for. That's respectful of your time and something that even a handful of very popular roguelites should learn from. I can't say the same for the way that you have to level up your king to unlock perks, this game's form of permanent upgrades between runs, but thankfully for me I don't even like playing with those and the game doesn't bother you if you choose not to use them.
发布于 2025 年 7 月 9 日。 最后编辑于 2025 年 12 月 26 日。
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总时数 86.6 小时
Roguelikes often reward players for their skill or knowledge of the game by giving them a lot of options for them to choose from or having layers of complexity to their gameplay. The Binding of Isaac throws this idea out the window by limiting most floors to offering two, maybe three items to find and having a very simple gameplay loop. So does this game level the playing field and become the pure, distilled essence of the luck of the draw? Yeah! But it sucks...

Runs in this game are well known to either let you steamroll through most of the game with little effort, or just become a slog where you die to some nonsense you couldn't do anything about. Floor curses have a random chance to show up each time you head to a new floor and are quite terrible with no recourse to them. Enemy spawners will spawn enemies in amounts that your tear DPS can't keep up with before you get overwhelmed, even in some boss fights. To unlock all the items the game asks you to go through every route in the game with every character, which I think gets old too fast for the rewards to be worth it, and that's quite a big chunk of this game's content.

I can't recommend the game if you're new to roguelikes, or if you've played a ton of them. I can only recommend it if you like evil game design. And that's not insignificant, but yeah. It's been a big inspiration to future roguelikes around the world, but I don't think it deserves the distinction of being the quintessential roguelike game. I feel like there are so many other games out there in the modern day that do what this one does, like Enter the Gungeon, but you'll probably have a lot more fun playing those instead.
发布于 2025 年 7 月 1 日。 最后编辑于 2025 年 7 月 3 日。
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总时数 256.1 小时 (评测时 234.1 小时)
There are so many quirks to BattleBlock Theater that make it worth playing ten years later, and I hope that with the new update on the horizon more people will give it a shot. I think what gives this game an edge over other platformers is its unthemed level design. Many platformers will try to hone in on one perfected style of gameplay, but anything goes in the Theater and in a way I think that's what makes it so special. With every new level you jump into, the level designer is trying so many things, pumping so many uses out of the somewhat limited pool of objects. You've got puzzles, flying sections, moments where you get knocked around by a bunch of cat guards and send them flying into hazards, just to name a few. Add in Stamper's narration to provide quips at any moment and a strong framework for online co-op and you've got a game that keeps me coming back year after year.
发布于 2025 年 7 月 1 日。
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总时数 53.0 小时 (评测时 42.2 小时)
I don't think Deltarune needs an introduction. It's leaps and bounds over its predecessor and each chapter continues to up the ante in terms of how much... everything there is. It's not as fun for me to write reviews talking about indie darlings as opposed to obscure nonsense, because everybody parades around the game and shouts its name from the rooftops when I really just want to convince people why they should play a game like this. Everybody will tell you to play Deltarune. Why do I think you should?

Deltarune is a rare example of an RPG I can stand playing. Characters feel closer to reality so it's a story that I can care about. Yet this game is really funny, which becomes evident when you go off the beaten path a bit. It's also respectful of your time, as grinding is never necessary and you can choose to start a new save from any of the game's four chapters. There are some things that you'll supposedly need to play all the chapters to unlock, but there are mechanics in place that make it so as long as you've gone through particular secret content once before, you can get the rewards from it in a later chapter. So even if you normally hate RPGs, I would not discount the idea that you may love this one.

I think the way that Deltarune tackles player choice is what makes it really unique. Like in Undertale, you're still encouraged to go through with pacifism, but the game also really makes you feel like a guest in this world. You can interact with all the things and explore all the dialog options but someone will still be there to call you a weirdo or an idiot for it. Which is fair from the lens of someone living in the world. The game's writing is opinionated but it's pretty wise. You've got agency, there's many different ways you can choose to go about the game and express yourself, but the world still has its ways of communicating to you about what you're doing. For that, I think it makes Deltarune an experience really worth checking out.
发布于 2025 年 6 月 11 日。 最后编辑于 2025 年 6 月 11 日。
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总时数 4.7 小时 (评测时 0.9 小时)
Blobun gets great mileage out of its simple formula, while remaining the perfect game for casual play. Like, it really perfectly fits into that position. I think it deserves the honorary distinction of being the first PC game I've beaten on an airplane. Each world introduces a set of new mechanics, with just enough of a dichotomy between them to make it easy to remember how they operate. Features like a button to undo mistakes, colorblind-friendly graphics and the choice of mouse or keyboard movement are there to ensure comfort, while the options to get a hint and/or skip the stage are there if you want them. Plus there's lesbians.
发布于 2025 年 3 月 12 日。
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总时数 1.1 小时 (评测时 0.5 小时)
Blobun is a puzzler where you control a little slime bunny that leaves a trail of slime where she goes, and your goal is to touch every tile in each level. I've had the pleasure of following this game during its development and can confirm that it is every bit as fun as it looks! Several features have been implemented to help make the game good as a casual experience, like a button to undo mistakes, hints, and the choice of mouse or keyboard movement. The demo offers twenty levels with a good climb in difficulty to demonstrate what kind of brain teasers the full version will be capable of.
发布于 2025 年 2 月 13 日。
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正在显示第 1 - 10 项,共 37 项条目