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Recent reviews by Incompetent Finn

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Showing 1-10 of 56 entries
No one has rated this review as helpful yet
61.8 hrs on record (61.1 hrs at review time)
Discord has a better golf-game for free.
This game has some cute gimmicks but lately the developers have shown their hand by selling overpriced DLC courses with achievements locked behind a paywall. Even outside of that, several holes' Par limits are ridiculous (ancient is garbage) and my ball can still glitch through the floor on half the maps. It's a cute gimmick, but... There's better options out there at this point. This might be the grandfather of these golf games, but it's long past its relevancy.
Posted 5 July.
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No one has rated this review as helpful yet
3.1 hrs on record
This is a tower defense game that does not use a grid system. It does not mark enemies' paths. It lacks essential quality-of-life features. And it's coded in such a way that the enemies are inconsistent in their behavior each time you start a wave.

For instance: I want to place a wall to block a doorway. The doorway is larger than the wall, meaning I need to make sure to position the wall in the middle of the doorway. There is no indicator as for when I've successfully blocked off the pathway versus when I've left too large a gap on one side or the other for the enemies to pass through. This would be solved with a live-updating enemy path indicator, but that doesn't exist in this game. 
So I place the wall down, only to realize it's not in the right spot. If I notice the mistake quickly, there is an undo button, but that button is inconsistent and doesn't always operate properly, and I cannot pick up anything I put down. Meaning this wall is stuck in the wrong spot and I have to either restart the level or load a save (you only unlock the ability to save after level 8 for some reason). This wall being a headache to place correctly wouldn't be a problem on a grid system, but this game doesn't use that. (Larger walls, smaller doorways, or a geometry snap-to system would also mitigate much of this problem.)
So I've finally set everything up. All my traps are down, and now I save and release the wave. Only whoops, something is wrong, so I load the save... but I cannot undo anything, and I cannot pick up anything I placed. And because we only get one save slot per level, I am forced to restart the entire level, placing everything back, just to correct the placement of one trap. (Which of course means I'm going to wind up making a different mistake when placing one of the other traps, since this game doesn't remember where you placed traps outside of the single save slot you get.)
By the way, you're timed during your build-phase. It's a relatively generous timer and I've never encountered it reaching zero, but it exists. So just keep in mind, while I'm wiggling back and forth trying to find the perfect spot for this wall to go down, that I am running out a clock.
I cannot control the camera angle. I can zoom in and out a little, as well as pan the camera left and right, on larger maps... but I cannot change the camera angle, meaning I cannot always see what I'm doing, making it very difficult to line up the perfect spot for the wall to be placed at.
But at last, I do it. I place the wall, save the level, and then release the wave. And huzzah, the enemies do not go through the wall. At last! I load the save and continue placing traps, wandering over to the other side of the map. I perfect all of that, and save the game again, before sitting back to watch my glorious accomplishment... only to find a monster has gone past that same wall I set. Somehow, it's bypassed the wall. I move over to watch carefully, only to find it doesn't happen again. 
My suspicion is that, on larger maps, the game will not properly load certain structures you've placed if the camera isn't on them. I have not confirmed this, but I can say with confidence that I have ran the same mission with the same trap placements multiple times, and I've encountered multiple instances of enemies behaving inconsistently. 
Meaning it's theoretically possible to have a perfect trap setup, only for enemies to path slightly differently for one reason or another, ruining everything. 
Perhaps it's due to Unity fluctuating in framerate. Perhaps it's due to some spaghetti code somewhere. But why is irrelevant - it happens. 
This is not to mention how sometimes the inventory button vanishes; how it's finicky to flip through your equipped traps; how some traps seem to have hitboxes which aren't properly aligned with their models... I could go on.

Long story short: Conceptually, a tower defense game with a single wave, in an open environment, without a grid system... it's a cute idea. This could theoretically work. But the walls would either need to snap to geometry, or be much bigger, or the maps would all need to have much smaller hallways. The enemies would need to have arrows on the floor indicating the full path they're going to take, which would need to update as you place traps... or at the very least, have an indicator when they're successfully blocked off. And it *needs* quality of life improvements for its user interface. 

This game is frustrating to no end. I felt like I was fighting the game every time I tried anything, and that is not a good feeling to have. I cannot in good conscience, recommend this game to anyone in its current state.
Posted 3 June. Last edited 3 June.
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No one has rated this review as helpful yet
121.1 hrs on record
While it's by no means a perfect game - it has many issues, ranging from basic quality-of-life (you need to hold down certain buttons to accept things in the UI which is very unintuitive) to the story (Kojima didn't surround himself with enough people telling him "No, don't include this detail, it's bloat and distracts from the core themes of the game")... the combat system pales in comparison to MGSV, often making me wish I was playing that game whenever I got into a combat encounter... but for me, the moments which made this game truly shine were when I was setting up structures for other players to interact with, and was interacting with other players structures.
I had my money's worth of fun just setting up a zip-line network, mapping out what the most efficient paths were and trying to incorporate as many different other players' ziplines into my paths as possible, while also trying to ensure my own ziplines were positioned in such a way that, if they were to be shared with other players, the other players would be able to get maximum usage out of them.
It's strange and original, and it's bizarre I found it so engaging, but I did.

I've heard this game called a "messy masterpiece" and... yeah. It's got cult classic energy written all over it.
Pick it up if you're curious or interested, don't if you're not.
Posted 24 April.
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No one has rated this review as helpful yet
11.4 hrs on record
Absolutely fantastic game. Buy on HumbleStore to support creators more than buying on Steam directly and you should still get the steam codes; these creators deserve all the money.
Posted 10 February.
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No one has rated this review as helpful yet
39.5 hrs on record (33.3 hrs at review time)
Do not look up a walkthrough. Do not spoil yourself with a lets-play. Experience the game yourself.
I've become so used to puzzle games with moon-logic solutions that I foolishly looked up a walkthrough for a puzzle I had spent barely ten minutes thinking about - and I accidentally robbed myself of what I'm certain would have been a cathartic epiphany moment. This game is good. Its clues are there. And it is going to be more rewarding for you to bash your head against a wall for several hours until you work out the answer than it will be to look up a walkthrough. ...which is honestly the highest possible praise I can give any game in the mystery/exploration/puzzle genera. It's good. Play it.
Posted 20 January.
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1 person found this review helpful
6.6 hrs on record (2.5 hrs at review time)
Why can't all games have this level of writing? If a tiny indie game is able to have such well fleshed out characters, such player-friendly quality-of-life mechanics, and such a well executed concept... why can't all games be like this?
Posted 15 December, 2023.
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No one has rated this review as helpful yet
41.5 hrs on record
The only thing this game does better than Watch_Dogs 2 is the fact there are Blume Affiliates (purple agents) you can hack to encourage other players to invade you. Watch_Dogs 2 removes this feature for *no reason* and makes it so you can't advertise wanting invasions ingame. So if you like getting invaded, this game at least has *that* option.
Otherwise, there's not really any reason to buy or play this instead of playing Watch_Dogs 2 (which is just flat-out better in most every way - like you get the same experience but better.)
Posted 16 August, 2023. Last edited 16 August, 2023.
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No one has rated this review as helpful yet
6.5 hrs on record
My favorite thing about the original Skyrim mod (aside from the great writing) was the fact that the level design managed to make kitchens using Dwarven pipes and cogs. Recognizable stovetops using vanilla assets... Insanity.
...The attention to tiny details like that has definitely been retained, only now it's the incredible attention to historical authenticity and aesthetics.
...not that the writing isn't still stellar, too.
Posted 10 July, 2022.
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No one has rated this review as helpful yet
0.0 hrs on record
Was my first introduction to DROD series, and remains my favourite installment. Considerably more story-focused than the earlier King Dugan's Dungeon, which could be a turn-off for people who often set the game down for months or years before picking it up to play more again, but I personally find the story (and especially the tilesets and ever-changing game mechanics) rather interesting and enjoyable, keeping me invested.
Save a few tedious rooms (e.g. "hey here's a thousand roaches in a giant room, kill them all" or more annoyingly, "hey cut through gel to progress every time you want to pass through here"), pretty much everything was enjoyable to me.
Posted 8 June, 2022.
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1 person found this review helpful
74.5 hrs on record (64.9 hrs at review time)
Much like its spiritual predecessor Dungeon Keeper, the one feature in War for the Overworld that skyrockets it above other God-Game management style games of its genera is the Possession mechanic.
One of the most infuriating things about most God-games of this genera is having to wait for AI to do simple tasks that they always seem way too slow to do, especially when those tasks are preventing you from progressing. But here, you can just possess that minion and deal with the task yourself.
I honestly have no idea why this idea hasn't become a staple of the God-game genera - or maybe it has and I just haven't played enough modern god-games.
Regardless, this is still a good game well worth the money, even without the possession mechanic.
Posted 5 November, 2021.
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Showing 1-10 of 56 entries