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Codedheart 最近的评测

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总时数 6.9 小时
Here is a review from someone who didn't know much about the Little Nightmares franchise prior to this game:

The game starts off strong with striking visuals and seems to have some sort of balance between sparse puzzle solving (to be expected on the first level as it introduces mechanics and ramps up to more complex puzzles) and running from the big bad of whatever level youre in.

Unfortunately, the game never really delivered on anything much more complex. It seems to me that the developers at one point decided that making quicktime events and quick thinking be the primary difficulty factor to this game. Running down a hallway and you didnt know exactly where to stand or where a specific item was going to fall from the ceiling? Too bad! You took .0002381 seconds too long to process all the information happening on the screen and now you die. Now you get to do the very long very scenic running scene again, and when you get back there and you use that item that fell from the ceiling, now something else happens, and you took 0.00000127 seconds too long to figure it out. Too bad! Now you get to go back and do it all over again.

I cannot stress enough what a poor game design decision this is. You eventually get to the point where youre not playing a game, youre just going through the motions, and that sucks.

I have had fun playing this game, this review would be dishonest if I didnt mention that, but it would also be dishonest if most of the laughs exchanged between myself and my friend didnt stem from the gameplay, but from ridiculous reactions we would have when the game mechanics became tilting.
发布于 2025 年 10 月 30 日。
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总时数 9.5 小时
While this game has a great base for an enjoyable roguelite, there were a few things that deterred my ability to have fun.

Forcing gameplay to stop for cutscenes a huge point of frustration for me. I'm not particularly interested in this story. It's full of plot holes and lines that dont necessarily mean much or anything. Often there are short 5 second cutscenes that I feel added nothing to the ambience or environment, but I felt compelled to interact with them because I kept thinking that maybe a new mechanic or gameplay element would be unlocked. Not to mention the incredibly frequent and consistent back to back cutscenes that just made gameplay come to a grinding halt. I only want to interact with story and cutscenes if I want to. Once I finish a dungeon, I usually want to go right back in, not spend 5 minutes waiting for the story element to play. I know I can skip them, but if that is your first thought then you are missing the point.

Several environmental obstacles can hit you from off screen. Namely the targeting rocket is a big issue. While the main body is off screen there is no real tell for when the targeting reticle will appear. So if you aren't constantly looking for it then it will eventually hit you. This just leads to frustrating gameplay because often the reticle will be obfuscated by the environment or other visual elements happening at the time.

I don't understand the need for multiple different areas to show player resources. Why show me how much stamina and dash counts I have but not also my health? Why do I have to look away from the action to know what my health is, how long I have for my cooldowns? Why does the stamina/dash meter not show correctly when it is behind part of the environment? Did anyone really consider the UX when designing this or was it just a hodgepodge of ideas that didn't properly go through QA?

The incremental upgrade system at the house is nice I guess, but that just leads to no real discernible feel in player power. Upgrade systems like this should be impactful, not a single 1.2% increased chance to dodge at the cost of 20k gold... oh sorry I mean morv because we need to rename 'gold' in games.

Powers and items bought at the vendor need more varied values. The actual player power for some relics and graces are insane compared to others at the same cost. There is not a single reality where I am going to spend 3 gems to buy increased max health at the cost of primary attack damage when I can get something way better for the same price or cheaper. It doesn't seem to me that there was much consideration in the balance of cost.

Many of the upgrades are boring. Increased movement speed, increased crit, increased max health, blah blah blah. Didn't I just buy all this from the workshop at home? Why am I obtaining the same linear power in a roguelike where much of the fun should be from putting together different powers? Because many of these powers are linear and don't interact with one another, runs are very boring. It never feels like you get a fun build off the ground, and when you do you're about to fight the boss and finish the run anyway.

The powers that are even slightly interesting are in a melee/ranged dichotomy which just makes deciding who gets them not interesting. Why would I want a bunch of powers that deal damage when I walk into enemies on a ranged character? It would be better suited to deisign abilities that are archetype agnostic to make truely interesting choices during each run.

Other powers just give you a chest, or a gem, or a potion... wow very cool. So this item that just dropped that could have been something awesome like getting a gem evrytime I hit a combo of 25, or sometehing that makes it so that my primary attacks chain lightning, instead just gives me a potion...? And now I have to try to get something else if I want to have fun with more than just the base character. Nevermind this can happen several times in a row leaving the player with a handful of items and powers that just feel completely unrelated the purpose of the game.

Guardian rage never feels like an amazing button to press. You spend all this time building the rage meter up and then you get not much out of it. It should feel like something I want to press often, and it should be impact to my progress on a run. Like, Lucy's rage is she just turns into a fire person and fires a lazer beam which I'm not sure does more damage than her regular primary attack. Oh and you cant use your other abilities or items while in this state, oh and you force us into transition animations for the guardian rage abilities but don't make us invincible? That is just... wow

I don't understand why the UI is not responsive. If I scroll around with the analog stick in the workshop UI, for example, there is a noticeable delay when trying to choose a different ability to upgrade. Feels like I'm playing on dial up.

Trying to select the correct skill when you are in the Skill UI is tedious. Pressing up just skips a row if there are no skills directly above it despite the fact that I might just want to go to the next row. Instead what I have to do is go to the left to the passives, then go up, then go right. What the hell is this UX???

Why the hell do I need to be flashbanged every time I chase the chicken character? Did the developers really think that was an ok thing to do? Make my entire screen white with no warning? -- This is probably one of the most egregious and unforgivable blunders I've seen in a video game in a long time.

I often found myself wanting to close this game and play something else like Risk of Rain 2. This roguelite did not scratch the itch of being able to create crazy combinations and blast through stuff if I make the right decisions. I think the power system was loosely grafted ontop of a normal RPG system and just doesn't belong.

Dungeon design is boring. Sometimes you have this large elaborate rooms with very cool environment details in them and its just... a journal, entry?? What the hell is the point?
发布于 2024 年 3 月 27 日。 最后编辑于 2024 年 3 月 27 日。
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总时数 182.1 小时 (评测时 113.4 小时)
抢先体验版本评测
Endless fun! The only game I've played that's better than this is Dogone Hungry!
发布于 2024 年 2 月 14 日。
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1 人觉得这篇评测有价值
总时数 28.2 小时 (评测时 17.6 小时)
Got this game for $10. ♥♥♥♥♥♥♥♥♥, one of the biggest value buys I've had all year.
发布于 2021 年 12 月 31 日。
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有 43 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 20.5 小时 (评测时 0.1 小时)
A wonderful little game appropriate for all ages! Art style is phenomenal!
发布于 2021 年 8 月 3 日。
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有 4 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 3,445.3 小时 (评测时 99.4 小时)
Every week it becomes impossible to log in thru steam. I reccomend this game BUT NOT THROUGH STEAM. Buy it from Zenimax on the official website, you'll have zero problems logging in.
发布于 2018 年 7 月 5 日。
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总时数 110.7 小时 (评测时 92.2 小时)
Love this game, endless hours of fun especially with mods.
发布于 2018 年 1 月 9 日。
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