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1 人觉得这篇评测有价值
总时数 7.5 小时
A fun puzzle game not too long. Interactions between the main character and the gun AI are fun.

The actual difficulty of the puzzles doesn't get harder over the course of the game, and some of the elements are under used towards the end. The last few hardest puzzles being especially weirdly anti-climatic.

My main complaint/frustration was with the jump pads, I spent more time redoing solutions because it was weirdly easy to not fall on to or bounce of a jump pad correctly. Wish they had just be 50-100% bigger, because it's frustrating to have reset the whole puzzle solution (because you have to rewind all the pieces to where you need them to be) just because you didn't land on the pad correctly.
发布于 11 月 29 日。 最后编辑于 11 月 29 日。
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有 8 人觉得这篇评测有价值
总时数 5.9 小时 (评测时 2.0 小时)
抢先体验版本评测
So so glad this is back and better, as DRL was the trad roguelike that finally make trad roguelikes really click with me.

JHC has all the immediacy of DRL, jump straight into the action and start shotgunning formers and demons, with such a smooth and easy control and readable gameplay that before you long playing the game feels like second nature.

The controller control scheme is excellent, it's really quick to get fluid movement, while at the same time encouraging that measured thoughtful play that roguelike benefit from so much (though is still has that DRL/JH rush that means you get over your head happily blasting away demons until hubris nearly gets you killed!)

The best thing is knowing Kornel this is just the start, given the 20 years of support DRL had, the many years of updated JH had, this game is going to hopefully keep Kornel employed making it better for a few years yet!

Can't wait to see more things from JH reimagined in this format, while at the same time seeing what unique game in the ChaosForge pantheon of excellent roguelikes this turns out to be,
发布于 8 月 13 日。
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总时数 1.5 小时
It's great to see a return of DRL on Steam in a new skin :D

What's better is this stands alongside DRL with different level layouts, different traits and weapons, but all the same classic addictive gameplay and diagonal movement.

As someone who played a lot of DRL many years ago, happily backed and played so much Jupiter Hell it inspired me to make steam workshop mods, getting to play the hybrid best of both fills me with joy.

This is your trad rogue like with great sprite mechanics and that same depth of skill and mastery DRL had, while still capturing the pace of the FPS games that inspired it all long ago.
发布于 6 月 9 日。
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有 3 人觉得这篇评测有价值
总时数 0.6 小时
No longer works as servers are shutdown and cannot even play local multipiayer without them
发布于 2024 年 7 月 26 日。
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有 15 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 13.8 小时 (评测时 1.1 小时)
Updated review 13.8 hours in I have 55 eggs, additionally wheel, bouncy ball, uv light and remote, and 3 out of 4 flames

After a certain the point the game stops being a puzzle platformer and becomes a precision platformer, less can you find a clever use for a tool to get somewhere more can you do a fiddly thing with a tool multiple precisely timed times in a row to get a secret.

Fundamentally the game doesn't respect your time, the first time a new tool or use of a tool makes you go back through the map seeing what it can do is interesting. When you're six tools in a row of the same gimmick, and then you start spotting a pattern in background details which would mean checking every single screen again, including repeating several annoying platforming sections with bad checkpointing it just gets too much. The shortcuts help a bit with this, but there are too many places where the game expects you to repeat a fiddly platforming section just to use a different item at the end.

Definitely just start using a guide instead of endless repeatedly tracking through the map.

Would give this a neutral review if I could under steam but as you can't have to say don't recommend.

Updated review 5.5 hours I have the sea horse and ostrich flames now, I have the firecrackers, yoyo, flute, bubble wand, disk, stamp and pen Still not recommending because there's no recommend but with big caveats option.

The good:
- Letting the player discover innovative uses for the items.
- Some of the more annoying single screen puzzles use falling in water as the failure case, which means you can retry repeatedly with minimal retracking.

The bad:
- Death returns you to your last save point with map progression preserved, but removes items for no good reason.
- Check pointing is still poor, resulting in far too much backtracking, especially with the number of instant death hazards, some of which you'll only discover are instant death after they kill you the first time.
- No consistency in it what is harmless, hurts you and is instant death.
- Platforming puzzles that extend across multiple screens, relying on successful leaps into the unknown - made worse by the poor check pointing.
- Apparently the interesting part of the game comes after you reach the first ending vno good if the game is too frustrating before then.
- A few too many pixel perfect jumps, could have made the distances a bit friendlier to make it less frustrating.

Limiting platforming puzzles to single screens would have enabled more generous check pointing and much less frustrations.

If you find the platforming annoying with the first two hours, it will only get more frustrating, so refund before then if you aren't committing to finish

-- Initial Thoughts after two hours --

Good
* Generally controls well in character movement
* Does a good job of teaching by play without explaining
* Provides option to disable scan lines graphics effect in settings

Bad
* Visually indistinct (particularly in the foggy? areas meaning some of the discovery is because things aren't always visually legible). Communicates depth poorly in terms if things behind or infront of the character. The scan line effect makes this much worse.
* Spikes especially don't stand out well which is a shame given how many puzzles involve them. They are also buggy in collision and randomly let you enter their space without taking harm.
* The Yoyo controlls abysmally especially if using an analog stick, with no in game help it's hard to know if it's intended or I'm using it wrong.
* Checkpoints are too infrequent resulting in a lot of repetition when solving a puzzle/platform challenge divided into parts over multiple screens. Would make more sense if this was more of a metrovania as it's more of a platform puzzler really it quickly becomes annoying redoing solved bits to try the new thing again. Would be fine if the punishment for failure wasn't loss of a limited health stat resulting in death and having to redo it all. Annoying because the failure punishment for falling in water doesn't involve health loss so I'm not sure what health really adds. Is it testing puzzle solving or platforming?
* Too many points of no return without any clear signposting whether or not a screen exit will be an unreturnable fall or one that provides the ability to backtrack. Means you may be stuck having to solve a particular platform sequence with no option to explore elsewhere instead when you were just trying to check out potentially routes. Feels at odds with the intent that that's no set order and that your are supposed to experiment.

Indifferent:
*Apparently there's some meta puzzles. I'm not the target audience of ARGs.

Fundamentally I suspect that certain routes through the game/orders for acquiring new tools are simply more interesting than others. At least I hope they are, because this will get very irritating otherwise.

Not as good a first impression as ratings/hype would suggest. Will play it through to see if this issues are my own skill or a bad early path or fundamental to the game.
发布于 2024 年 5 月 15 日。 最后编辑于 2024 年 6 月 1 日。
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总时数 346.3 小时 (评测时 88.8 小时)
Easy drop in multiplayer with cross play, much less effort than trying to arrange game nights
发布于 2024 年 4 月 17 日。
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总时数 301.4 小时 (评测时 26.0 小时)
It's a great From software game with a lot of quality of life changes that don't take away anything that made the games good, while getting rid lots of little frustrations and tricky confusing 'git gud' design behaviour.

Still obscure in places so if you bounced off Soulsborne games this might not change your view, but definitely worth trying because you have so much more freedom, so many less brick walls and a generally much friendlier design throughout.

Also gorgeous environmental design.
发布于 2022 年 3 月 2 日。
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1 人觉得这篇评测有价值
总时数 823.3 小时 (评测时 51.9 小时)
I backed this at the kickstarter as I was big fan of their previous Ascii rogue like DRL, which provided a tactically interesting fast paced addictive rogue like and I have followed it through it's time in EA.

It takes all the things that make rogue-likes good, cuts some of the cruft that can make them feel like work and then wraps it in a setting, sound track and visual design that makes it feel fast paced and tense, or slow paced and tense depending on your playstyle and your current situation.

I highly recommend giving this a go
发布于 2021 年 8 月 5 日。 最后编辑于 2021 年 8 月 18 日。
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总时数 6.8 小时
Surprisingly emotive story that makes you really care for the main character
发布于 2021 年 2 月 16 日。
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总时数 7.1 小时 (评测时 6.2 小时)
Fantastic funny fast paced multiplayer with local friends.
发布于 2020 年 11 月 21 日。
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正在显示第 1 - 10 项,共 12 项条目