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1 人觉得这篇评测有价值
总时数 37.9 小时 (评测时 5.4 小时)
Enjoyed this game so far, but am frustrated with it atm so gonna write about that.

Game's graze mechanic is giving me flashbacks to Violet Detector of all games. Cool they got this insta teleport function, but all to often when I press it I don't end up where I intended. Grazing on the ground will sometimes bring me much further than other times, and don't feel it is smoothed out. Worst is the graze up function. I would love if there was a way to just graze in place, but closest I can do is graze with a short tap up, which gets frustrating to repeat, and if I hold up too long I turn into an ethereal blue ball that is smaller than most danmaku bullets while being the same color as many of them. Literally end up dying on the other side of the screen I thought I was located in.

In other words this game reminds me of many of the other Touhou games I've enjoyed playing, janky mechanics and poor color pallets.
发布于 1 月 4 日。
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总时数 890.6 小时 (评测时 72.1 小时)
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Took me a while to get used to the mechanics, but quite an enjoyable game. Building different decks for different play-styles was not intuitive, but once the goal was understood was a fun challenge to make. Cirno's superfriends deck is my favorite so far, but Marisa's near infinite bonkers potion deck is also great. Sakuya's decks are also great.

Game offers quite a few paths and choices, but near the start of the run there is an option for items which is not really a choice if you want to reach the end. Would be nice if that needed item was offered twice in the first act so you could have more of a choice. Only thing I can think of to improve.
发布于 1 月 1 日。
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总时数 25.6 小时 (评测时 25.0 小时)
I'll start with positives. I enjoy Touhou for its minimalist storytelling approach. My favorite interaction was between Saki and Seiren. An unexpectedly wholesome moment. Chiyari was quite funny. Enoko is my favorite new character, will be interesting to see where she ends up, seems like she has connections to Zanmu, Saki, and Marisa. I hate how manipulative Tsukasa and Yachie are, which makes them good and interesting characters.

Gameplay took a while to get used to. Once I did, the chain explosion mechanic was satisfying. Recharging barriers was a good mechanic, had to charge and plan accordingly.

The roster is ambitious. Feel like there are enough characters to have something for everyone, although also meant a lot of people were disappointed. This was probably the last game to make Shou relevant. Think her and many others will fade into the background due to not being included here.

So into negatives. The gameplay mechanics were very unintuitive and took a long time to grasp. Even going through the manual did not answer questions. I am still somewhat lost on certain specifics even after beating the game. The characters are wildly unbalanced to the point certain characters become frustrating or boring to play. Sanae never feels satisfying to play, hoped she could be more balanced. Characters with less control over their shots should deal more damage to compensate. Sanae, Biten, Rin, and Ran were particularly unfun for me, some in part due to not grasping their charge shots optimally. What could have been useful was having a short demo of each character, saved in replays showing how they worked. More on wildly unbalanced, the spirits and cards both could be refined. Otters were absolutely broken compared to eagle or wolf spirits. Either have the wolf+eagle spirits bounce back, or limit the times the otters can bounce to balance. Certain cards were absolutely worthless. The cards relating to buffing spirits are useless in single player. I don't know what the 'terrify' or 'not hit' spirit cards mean, also felt useless. In games where high offense will help defensively, a defensive based card needs to be 1.5-2x stronger than an offensive. Increasing shots was amazing. Anything else felt underwhelming.

The lack of replay was very frustrating. Being able to replay a run to see what I did right, and most importantly wtf hit me to avoid in the future is incredibly useful info. It also could have been used to show demos of characters. This normally wouldn't be an issue, but with 19 characters it would have been helpful. I'd also appreciate in later installments more differentiation between good and bad items. Colorblindness sucks. Older games I didn't have nearly as much issues with, but as the newer games get more complex I hate relying on the community patchers to make the game playably fun for me.

Lastly, in term of story it was also a bit lacking. One thing I enjoyed about Th9 was the insane amount of interactions. Even small quips or jokes helped build a character profile. The interactions in 19 are rehashed, so playing as A and meeting B will give you the same dialogue as if you were B meeting A. Having all the new characters related to Zanmu made them a bit too similar in terms of backstory. They all have unique personalities, but the story beats became predictable and bland. The worst case of storytelling was Biten's, Having multiple endings telling, not showing that this character would be an incident resolver was bad storytelling. Seeing the hand of the author so blatantly in favor of this character made her my least favorite new character.

Seeing this was going to be a multiplayer game really got my hopes up. I wanted to have a game I could play with my friends who weren't aware of Touhou, and introduce them to. As of now the multiplayer isn't working, and if it were I'm not sure I'd want to play this with them.
发布于 2023 年 10 月 1 日。
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总时数 15.3 小时 (评测时 7.3 小时)
Enjoyed the boss fight and level design. Unique method of creating/playing spell cards. Had some good character moments, but wish they were explored more.
The combo-meter was a nice inclusion that I kinda didn't fully understand. I'm not sure what enemy attacks cause the meter to fail. Would like a time-bar to show how long I have until the meter disappears before I hit another enemy/object.
The sound presented a unique problem I'm curious if anyone else noticed. Remi's basic attack, when heard through headphones, sound exactly like how I'd hear my dog barking in another room while wearing the headphones. Was constantly wondering what my dog was fussing about, and then remembered it was the game.
发布于 2023 年 7 月 8 日。 最后编辑于 2023 年 7 月 8 日。
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总时数 281.4 小时 (评测时 59.4 小时)
Just finished the 'final mission', but still am not done with this game. Quite a unique addition as this is not a style I usually play but found it enjoyable. As a Touhou fan love the characters, setting, and style. Game manages to be frantic, yet relaxing at the same time, much like main-steam games. Building relations and experimenting with foods were my favorite aspects of the game. I'd like to add some info that I wish I knew at the start. Building relations results in new recipes, which is made very clear. However each section of the map has characters who can be asked to gather all the resources there once you built max relation with them. I wish I knew this earlier as I could have spent less time gathering lampreys, and more time building relations.

Ima put a spoiler for the ending here, as I'd like to share my experience so beware
The second wave of the final mission gives you a bunch of bad spellcards. This idea is amazing, and since I rarely got them it was a fantastic challenge. However Meiling has an ability that breaks a table, and thus removes a guest. I think she actually made it easier as there were fewer punishment cards going off. Unsure what I'd do to fix it. A larger issue was the 3rd wave. Cooking for Yuyuko seemed anti-climatic compared to the prior wave. I quickly found what she enjoyed and kept throwing it at her, It and I didn't feel too creative. I think the ending should require you to cook with a huge variety of tags instead of focusing only on set qualities. Yuyuko could ask for a spicy western, or a legendary strange meal next etc. As you go through if you keep using the same tags she will get bored. Really felt like my large repertoire of recipes was useless here.

I'm still playing as there is more to the game than this ending. I'm looking forward to realizing Mystia's dream. Also have the DLC to look forward to as well. First Chinese developed game I have played and feels good that we can share the same enjoyment from this series. I do think having Saki and the crew from Hell proper show up with a competing taco truck could make this game a truly global dining experience. Anyways, would recommend, although if I could start again I'd make some changes to my play for sure.
发布于 2022 年 12 月 19 日。 最后编辑于 2022 年 12 月 19 日。
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总时数 76.4 小时 (评测时 1.0 小时)
This game continues a time honored Touhou tradition of
getting my ass destroyed by Mai, Satano, and especially Okina.
发布于 2022 年 11 月 18 日。 最后编辑于 2022 年 11 月 25 日。
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总时数 21.8 小时 (评测时 21.7 小时)
Just finished this. Was an enjoyable Touhou experience. Game has a ~rng stage design. Fixed waves would appear in random order and random difficulty/combinations. Felt like a slightly less lazy version of Violet Detector. These stages themselves were not the memorable part of the game. The unique Ability Cards made each playthrough different. Sometime you could focus on building firepower, sometime on survivability, and others on buffing the 'magic circle.' This ability was similar to the camera of prior 'gap games.' Setting it up was a challenge, but knowing where and when to use it was critical to success. This ability also replaces the typical spell bombs. I enjoyed this shift of using the 'magic circle' and other unique ability cards over the somewhat generic spellbomb effect of earlier games. Not sure this will stick in main series games but I liked it. My only issue with the ability cards was that the ones collected later you had little time to utilize or experiment with.

Can think of 2 things this game could have improved on. The story is fun, but there really should have been more dialogue with each stage boss. You only end up talking with 4 of the 25+ stage bosses. The dialogue is also very poorly distributed. Could have added a bit here. I did enjoy the interactions that occurred, and the characters that were highlighted. Just wish there were more.

Second is visual. If the player is collecting yellow and purple objects, there shouldn't be yellow or purple bullets. It gets so hard to keep track of things visually. Had many times where I got killed by something I had no idea existed on the screen. This isn't the only Touhou game I've had this problem. Beginning to appreciate the simplicity of earlier games as this trend continues. Would love if the community patch might be able to create a 'colorblind' option if this keeps up.
发布于 2022 年 10 月 1 日。 最后编辑于 2022 年 10 月 1 日。
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总时数 16.6 小时 (评测时 11.9 小时)
Took a decent break from gaming before coming back to this. Game had a few technical difficulties I hadn't experienced with prior Touhou games. Number pad doesn't work for movement and I'm not sure why. Really rely on diagonal movement a lot, so this game took significantly longer to beat.

The mechanics of this game are awesome. I love the variety of options to choose from. Really makes for more replayability. That said, some cards are much worse than others, some being redundant or downgrades. Regardless, had a blast. Very happy to see four playable characters. Been a hot minute since both Sanae and Sakuya were both playable characters. All characters seem fairly balanced, and I had a great time with each. Different shot types created different playstyles throughout.

Story is pretty good, although not my favorite lorewise. I can appreciatte story telling that doesn't rely on universe or world ending threats, but this particular one lacked tension. This was made up later by revealing several interesting pieces of info from Misumaru. Characters are great, and gives some decent subversion of expectations. Happy the Tengu and Kappa are expanded upon. Momoyo is a fantastic character and another spectacular fight. Curious to see how Misumaru will play into the greater lore of Gensokyo.
发布于 2021 年 12 月 29 日。
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总时数 19.9 小时 (评测时 8.8 小时)
An interesting style and I am happy to see some experimentation in new games for Touhou. That said, this game could use some polishing. Controlling the characters is very difficult, and movement in particular is unnecessarily challenging. Wish the dashing movements could be controlled better. Really wish Murasa walked faster, and the weird bouncing-on-water section was frustrating as well.

Aesthetically the game has some very creative themes and I like the style a lot. Sadly this also interferes with gameplay. The final boss battle has a screen filled with red bubbles on a orangish background. It is very difficult to differentiate objects. I'm used to cluttered screens in Touhou games. These screens aren't particularly cluttered in comparison, but the color choices are sub-optimal. This coupled with the fairly arbitrary array of item interaction makes the play un-intuitive. In the final boss battle there are small red balls that hurt you, medium red ball that hurt you, and large red balls that hurt you, but not on impact. You are supposed to jump on these. It took me watching other peoples' playthroughs to realize this. I don't normally associate a ball with a platform, especially given the context. The boss stands on one, but usually jumping near her hurts you, so I just assumed the giant red balls did as well. This would be nit-picky if these conflicting visual cues didn't show up elsewhere. Another example is in the Kutaka fight. In all prior fights, scripts are used as a warning of incoming attacks. Suddenly here though, the script attacks you. I suppose knowing the words would provided better context, but for me it was somewhat humiliating being killed by kanji characters.

As for projectiles, it was very difficult determining the hit-boxes for them or my characters. For this I kinda feel most of my clears happened due to luck rather than skill. Got a hold of using 'immunity' frames during certain attack animations. Kinda confused why normal attacks grant immunity, but spell cards which usually do, don't here. Think having the immunity paired with the rarer spell card usage would result in less spammy gameplay.

As for the concept and story, I loved it. I won't spoil much, but many of my favorite characters that I assumed were sidelined make appearances here. For this reason mainly I will recommend the game, but only for invested Touhou players. I don't think this games' difficulty or gameplay would serve new players well, which is a shame.
发布于 2021 年 11 月 27 日。
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总时数 1.3 小时 (评测时 1.1 小时)
This game was a culmination and completion of a promise that went unfulfilled as I played through 20+ Touhou games. I started playing Touhou with HSiFS. I met Okina, I loved Okina. Was excited to learn there were other sages of Gensokyo. I watched MinusT's Youtube animation, and there I met Yukari. Learned she was a fan favorite, but more importantly I learned that she attacked with ♥♥♥♥♥♥♥ trains! How cool is that? Found a site to dl PCB. Cut my teeth playing through the extra stages. Finally got to Yukari fight, and with every new spell card I knew she would attack me with a train. Finally beat her, and was profoundly disappointed with the realization I had just beat Ran 2.0. There was no train.

Got through main series, went back to play the spinoff/side series/gap games. Fighting games are really not my style, and was literally playing them for the plot/lore. Resigned myself to never getting attacked by Yukari's train. This was the last fighting game I played, beat story mode and was satisfied with the large amount of character interactions. Still something was missing.

Eventually, with some help I figured out what I had been missing. The abandoned covenant was finally fulfilled after playing through 22 games. Yukari threw a ♥♥♥♥♥♥♥ train at me. This game has brought much needed closure, and for that I am grateful.
发布于 2021 年 5 月 9 日。 最后编辑于 2021 年 5 月 21 日。
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