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Maow 最近的评测

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总时数 642.3 小时 (评测时 505.1 小时)
it's pretty okay
发布于 2025 年 8 月 30 日。
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总时数 367.5 小时 (评测时 224.7 小时)
RPG Maker MV is a bad engine in a technical sense, but very fun and easy to work with.

Reasons I dislike RPG Maker MV:
- The engine itself uses outdated JavaScript, it has support for ES6 but doesn't use it, this would improve the look of the engine's core scripts, allowing people to more easily read and navigate through it, say for instance, with classes and proper inheritance instead of the large amount of 'Class.prototype.function = ...' you'll see walking through it.

- Plugin support is atrocious (it's better in MZ, but MZ should've just been an update or DLC), a developer is expected to just override the plugin command method for parsing (and this can break other plugins sometimes if you monkeypatch incorrectly.). Issues with that: Arguments are split by whitespace, this means for more complicated plugin commands, you might have to FUSE the arguments back together to parse them the way you need to.

- The editor has no extensibility, meaning a lot of issues that could be remedied by the community are going to persist no matter what. It would be possible to code an unofficial plugin system but due to MV's source language, C++, being historically hard to reverse-engineer after compilation, it would take weeks, or maybe even months of effort. There's also legal ramifications if Kadokawa doesn't want you to reverse-engineer their editor.

- The JSON files generated by the editor and read by the engine scripts are bloated with unused fields that could be replaced with null checks and defaults. For instance, the map events contain so much spam with just checking if a condition is able to be used, as the validity of the condition is stored as a separate field. Reducing the size could help loading performance and game size, which is very important. Of course, someone can fix the loading of the files, but this makes the editor incompatible with the engine.

- Having the ability to code events using a high-level language would make development much faster in my opinion, as the UIs (that quite frankly look like a company's proprietary customer support lookup apps, as my friend pointed out) are so unbearable to navigate due to their sheer size and complexity. You can memorize where everything is, but why bother when an IDE could just tell you that the Show Text instruction is the "message" function?

- Lack of type-safety due to JavaScript issues. I believe it would be possible to write the engine in TypeScript, and if you want to transpile that to JS anyways, then just make that part of the distribution creation process. TS's transpiler is actually quite fast most of the time, so it wouldn't take too much time to transpile every time the game needed to be ran or built.

- I don't want to import the default assets every project I make, but it seems there's no option to disable that. Not to mention, it takes a while to import default assets... even though they're just part of the project template in the game's folder? Same goes for creating a distribution, even though that's literally just an (outdated) copy of NW.js, copying files shouldn't be so slow, just saying.

As my issues highlighted, it is painful to work with the engine for complicated projects due to how messy the editor AND engine itself is. That's all.
发布于 2021 年 7 月 21 日。 最后编辑于 2021 年 7 月 21 日。
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总时数 1.9 小时 (评测时 1.7 小时)
This game is actually quite decent.

The visuals are vibrant, music is a little generic but it's not bad, and the gameplay... well I'm not very good at rhythm games so take this with a grain of salt, but I think it's quite challenging.

I think it's lacking a few features though, like feedback (DDR-style, to tell you when you reacted to an arrow quickly), custom songs, practice mode, maybe even local/online multiplayer.

I think the randomization and how you never start at the beginning of a song really just makes it feel samey though, none of the arrows actually add to the beat at all as they're not timed, which really degrades flow in my opinion.

I'd recommend playing it for a bit.
发布于 2021 年 1 月 22 日。
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总时数 0.0 小时
I'm honestly mixed on this heist.
While the whole re-use thing didn't bother me as it still felt different enough, I honestly just can't like this entire heist.
There's a reason why the trailer for this DLC is made up of 75% of the first half, and the second half is barely shown.

It's because the second half of this heist sucks.

It's kind of just an Election Day/Shadow Raid sort of thing.
Not to mention there shouldn't even be a 'half', it show be a DAY.
Because for those who don't know, this heist is basically a 2-day heist in 1-day.
Halfway through the heist it goes 'SOMEWHERE IN MEXICO' and now you're across the border in some weird warehouse.
If you mess up now, you don't just restart that part, YOU RESTART THE WHOLE HEIST.

Also the story reasons for this heist... is kinda crap.
This is before they go to Hell's Island to save Bain, which should be their priority.
But they're sneaking into a Murkywater warehouse on the other side of the mexican border just to steal some coke???

This heist makes noooo sense.
I'd get this because the first half of the heist is fun.

Oh and don't even mention Crystals, it's just filler.
发布于 2019 年 11 月 16 日。 最后编辑于 2019 年 11 月 16 日。
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总时数 1.1 小时 (评测时 0.3 小时)
(Edited in 2023)

This game is legitimately scary, my legs have stopped working from crouching in a corner for at least a week, and the monster still hasn't gone away.

10/10. The inspiration by Amnesia & Penumbra is definitely visible, and it might be a little bit heavy on processing power for the weaker of computers, but it still runs quite well on my toaster. Some of the notes are a little bit silly but the story is at least different from other horror games.

All around, a worthwhile horror game, definitely a lot better than the stuff you find nowadays.
发布于 2019 年 8 月 6 日。 最后编辑于 2023 年 5 月 17 日。
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一名开发者在 2025 年 3 月 25 日 下午 3:37 作出回复 (查看回复)
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总时数 23.5 小时 (评测时 6.8 小时)
I love this game, really gives me the feeling of constant dread and danger.
发布于 2019 年 6 月 9 日。
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