14
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159
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Recent reviews by Lullaby

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Showing 1-10 of 14 entries
8 people found this review helpful
3 people found this review funny
628.9 hrs on record (591.4 hrs at review time)
If you have the right flavour of autism, this game is dangerous.

It's not for everyone, but if it's for you, you'll definitely know after playing a bit.
Posted 13 September, 2024.
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1.8 hrs on record
Played through both the base game and the Reimu DLC.

While there's a fairly good base for a game here, it doesn't really feel like a complete game... it took me less than 2 hours to complete the base game and dlc, despite me playing casually, if a little speedy.
It's also worth noting since this is a DOOM WAD, I've never played anything outside the first 2-3 levels of the shareware DOOM 1993. I am not good at DOOM.

For starters, there's no form of ammo resource management, aside from *maybe* the stopwatch in the base game.
I'm fairly certain you could complete the entire game without ever letting go of the fire button and you'd still not be out of ammo. Seriously, you carry a metric ton and you get ammo throughout the map and at the start of them.

There's also very few weapons and no real strategy to what weapons you use, whenever you get something new that basically always outclasses what you had before. The base game is entirely dominated by the throwing knives, and the Reimu DLC is entirely dominated by the grenade launcher... thing. There's not really any reason to switch away from said weapons.

The enemy variety feels... lacking.
There's five or six different enemies in the base game, however three of those are varieties of fairy which vary very little in behaviour along with all using the same death sprite, and one other kind of enemy is a lost soul reskin. The remaining two weren't much else to write home about.
There's really no difference at all in tactic in how you handle the enemies. There's no real target to prioritize, aside from whatever's closest to you.

Due to the lack of resource management, there's no massive incentive to seek out secrets either, unless you're low on health.
The maps are pretty stingy with health (in the base game) and you die in about 3 or 4 hits from anything.
However that's an actual design choice and not a fault, and as such healthpacks are the only thing you really ever need to seek out... if you get hit. It's also worth noting that practically all levels start with weapons and health in front of you, meaning that any damage taken in the past level (or if you somehow managed to run out of ammo, I'd be impressed) the consequences of that are immediately nullified.

Now for the Reimu DLC

At the very start it feels like an increase in quality, as you actually have a melee weapon to start with. And frankly, the melee weapon doesn't feel bad at all to use!.. aside from the sound effect when you hit something which is literally just the vine boom sound effect. Anyways, just like the base game it's immediately useless the moment you pick up your first weapon about 5 seconds into the level.

The shotgun you pick up in the Reimu DLC is more of a slow firing automatic weapon than anything else. A doom pistol equivalent. It doesn't fire multiple projectiles, and unlike the base game there's no reload between shots.
It visually looks worse than the base game weapons, and I think this is because it's a 3D render with a filter/effect applied to lower the total colour count on it. It just looks wrong.

Aside from the visual aspect, and it not really functioning like a shotgun at all, there's the sound effect, which sounds like they took audio from some 20mm grenade launcher or something and slapped it on the gun.
You might think "Cool, it's going to sound punchy and strong!" which... sure, I guess it will. But it's also a headache machine, because you're going to be firing it basically non stop the entire first level. I at least did get a headache from doing so.

In the second level you pick up a grenade launcher... thing. I really don't know what the name is of it, and it doesn't really fire grenades either.
You might think "Cool, something to strategize with so I can kill many enemies in one blow while making sure I don't gib myself!", to which I say no, no, that's not how we do it around here.
While it indeed does seem to have a splash damage area, and a graphic which absolutely does not show even remotely how big that area is, it doesn't damage you at all. Meaning there's no reason to go back to the shotgun, since now you have a weapon which not only doesn't give you a headache, but also can't harm you despite doing damage to enemies in a large area.

As for non weapon things, the base game isn't anything super special to play through map wise. The maps for the most part aren't super tall and it sets a clear pattern that you get to the end and hit a specific switch graphic to leave, which is typically behind a red door. Easy enough to get a grasp of and follow.

The Reimu DLC decides that pattern was a problem. Sometimes that switch graphic is to exit the level, and sometimes it's just to open something.

It's map design differs greatly from the base game, looking far more detailed visually, but honestly playing worse.
Some of the maps are swamped in health pickups, it's as if they're placed with the intention of them healing you 5-10hp, but they all heal 100hp.

The maps are generally speaking really, really tall. You could probably be 3-4x the height and still fit through a lot of the doors in the mansion for example.
While this would, in theory, just be a mostly visual change... all of the fairy enemies fly. This means that you're going to have to look, at times, straight up to try and hit them. While I only died once in the Reimu DLC, (Excluding the final boss) I *almost* died again due to the fact that looking straight up made the sprite of the enemy which had apparently teleported in in front of me not visible. Really, that just ends up feeling a bit cheap.

The map design uses a LOT of teleporting in/spawning enemies. I, personally, REALLY do not like that. But I guess that's to personal taste.

The Reimu DLC also introduces two new enemies, along with alternates of some enemies which are... literally just a bigger sprite of them.

The large sprite enemies felt really inconsistent to hit, as if their hitbox wasn't actually scaled up to match the sprite size.

One of the new enemies places down crystals which shoot at you, which is pretty unique and I like it. HOWEVER, due to the fact that you are going to be spamming the grenade launcher 24/7, those crystals rarely get placed, let alone get to shoot any projectiles... meaning they rarely do anything at all. I got damaged once by this type of enemy.

As for the second of the two new enemies... I genuinely can't tell you what they do. I was not once harmed by them as far as I know, nor did I ever see them fire any projectiles. I can only guess they're a melee only enemy, which'd make them the only enemy which seem to go for melee.

In the end, they don't really effect how the game plays at all. It's still just hold Mouse 1 and run.

The art and sprites are nice, at least.
Posted 12 January, 2024.
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No one has rated this review as helpful yet
0.8 hrs on record
Absolutely has a few issues here and there, such as your bullets sometimes hitting invisible things such as what I believe to be enemy spawn points or audio mixing issues where something is way louder than something else.

But I've had less fun in an hour, I'd definitely recommend it as it's free and short.
A longer game with similar types of humor and more polish could definitely do well I think.
Posted 31 July, 2022.
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No one has rated this review as helpful yet
54.8 hrs on record (45.3 hrs at review time)
Early Access Review
Enjoy it greatly, despite it being a bit clunky at times.
It's free, so why not download it and be a big shot in the post apocalypse?
You won't regret downloading this game, hopefully anyways.
Posted 4 October, 2021.
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No one has rated this review as helpful yet
54.4 hrs on record (44.1 hrs at review time)
Early Access Review
I've never felt more clueless.
Posted 20 August, 2020.
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No one has rated this review as helpful yet
0.9 hrs on record
This is a rather short, but very enjoyable little game. I highly recommend giving it a go if you have about an hour of spare time to finish it.

Now, some things I'd like to see changed or added is this:

The settings menu is only available if you press ESC while ingame, I only noticed this once I had finished the game and was about to quit, having it on the main menu aswell would be better.

The enable HUD setting doesn't seem to do anything.

Being able to customize the colour of your plane would be a nice addition. Either in the form of a building where you stop to change it, or just in the settings.

The achievements don't seem to be given out properly, you wont get some of the achivements you've completed ingame.

You don't have direct control over your roll, so if you're doing some odd manuevers, you'll easily end up upside down without the abillity to just roll the plane around so you're upright again.

You can use the plane mounted gun that you're supposed to be given near the end of the game, at any point in the game.
Posted 26 June, 2020.
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2 people found this review helpful
3,083.1 hrs on record (2,647.1 hrs at review time)
Man, this sure is a game.
Posted 15 June, 2020.
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15 people found this review helpful
130.7 hrs on record (86.4 hrs at review time)
Killing Floor 2, a game that's great fun, but probably wont be alive for a lot longer. Despite this review being a negative review, the game is still fun, but plagued by dumb choices from the developers.

First, some general gameplay stuff.

The game takes ages to start and likes crashing when joining games a lot.

When you join a game, atleast the first game you join during that game boot, it will produce large stutters at random times when, I assume, it loads stuff in-game, instead of during the loading screen.

Two of the perks basically serve no real purpose, the SWAT and Survivalist perks for example. SWAT is perk based around killing lesser enemies with smgs, something which perks like the Firebug and Commando can do better. The Survivalist perk being, in general, weaker than every other perk as it tries to do everything, but fails at nearly everything.

The most recent update, Perilous Plunder, just like the other recent-ish updates, have only added reskinned weapons from one perk, and given them to another with some stat changes, which is a boring and lazy thing to do. Not to mention the fact that in this pirate themed update, they reuse the Zed models from the previous summer sideshow updates, which have had the zeds dressed up as clowns, because nothing screams pirate themes quite like clowns.

Now, some dumb choices by the devs.

All of the DLC weapons are, currently, stupidly overpriced. For the older ones, $5, and for the newer ones $8. Keep in mind, these are not weapon bundles, they are a single weapon, you are paying $5-$8 to get one new weapon ingame.

Free weapon updates, as stated earlier, are just reskined, not remodeled, weapons already in the game.

They have added enemies like the E.D.A.Rs, Rioters aswell as the Abomination and King Fleshpound, without really giving them any reason as to why they exist, so they just exist in an area without lore more or less.

They have yet to add a true objective mode, compare what's in KF2 currently to what KF1 had and you'll see what I mean.

They have, repeatedly, broken their promises about things that would happen in the game. For example, they added cosmetic microtransactions to the game, which, as far as I remember, they said they wouldn't do.

The game's Steam marketplace is, well, completely neglected, there are no filters at all and some item descriptions are a bit messed up.

And that's all I have for the moment, I'll likely edit the review later to add some more things that I come up with.
Posted 11 June, 2020. Last edited 11 June, 2020.
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No one has rated this review as helpful yet
15.2 hrs on record (2.9 hrs at review time)
I think that the game is a good time waster, it feels sorta like a mix of a mobile game and a game that was made for pc. The 2 main issues with the game in my eyes however is the fact that if you crash (Which this game does for some reason at random) the game will think that you have died, thus next time you load the game you will have lost some things and have very little hp. The second thing being that microtransactions are very prominent just like in a phone game, they really should tone it down a little.
Posted 2 December, 2019.
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Showing 1-10 of 14 entries