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Madkyll 最近的評論

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目前顯示第 1-10 項,共 23 項
1 個人認為這篇評論值得參考
總時數 6.4 小時
I love this game, my friends hate me when I play this game with the strangers...

10/10, chaotic party torture challenges
張貼於 10 月 30 日。
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目前尚未有人將此評論標記為值得參考
總時數 8.3 小時 (評論時已進行 5.5 小時)
搶先體驗版評論
The only game where its okay to say "kill yourself"

+++++++++++++++++For mouse-head movement control, it never ceases to get a laugh. 10/10 game mechanic.
張貼於 10 月 18 日。
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14 個人認為這篇評論值得參考
2 個人認為這篇評論很有趣
總時數 132.6 小時 (評論時已進行 122.4 小時)
Too Long; Didn't Read: A Cliff Empire Review Summary
Given the price of and content in, this game, is an absolute bargain - even when its not part of a steam sale.
Given what Cliff Empires sets out to do, once you're familiarised with each stage of progression, you'll discover this game has a lot to offer at such a low price and there is always something to do whilst you reach levels of more efficient automation.


Introducing: Cliff Empire
This is a fantastically casual or difficult to extremely difficult sim management city-builder game, with limited space you find yourself more likely to revamp areas as you progress and actually feel like it was the appropriate choice (when needs must, destroy and rebuild better and more efficiently) with a range of different custom game settings for all your single-player needs. The difficulty of this game is entirely based on your pre-game settings before playing and each one makes a refreshing change to the overall gameplay.

Want to just go against waves of marauders that get increasingly bigger to feel like a tower-defence game?
Look no further, this game has it covered and you have the option to make this either the easiest to extremely difficult by choosing to enable or disable a fully unlocked tech-tree; unlimited resources; population needs; weather extremes + many more options

Want to play the game normally?
Why wouldn't you? And you still have the option of disabling or enabling marauder attacks for extra spiciness during a normal, as-intended, play-through.


The Tech Progression is real

The tech progression covers all bases, speaking of bases, advancing far enough will get you in full control of the space-station you've been relying on throughout the whole run-through, which is such a lovely addition that complements the games' progression and adds more hours of management, in a way that is both fun and engaging.

From 3 cliff empires to control and manage, progression then moves to an additional ground-level for additional resource gathering coupled with cliff-side attachment structures as build-space can become quite limited as you would imagine, so tech-up carefully! And eventually you will gain full space-station control and management and it is a pretty cool feeling.

The research tree is quite extraordinary, but also slow if you don't want to invest too much manpower and resources into research, on the plus side if you improve your economy enough you can speed it up with money - additionally you can speed up time as well but don't worry, its not a race to research asap and there's plenty to keep you occupied with until you run out of space and have optimised the efficiency of ship and drone automation.

Automation itself is quite simple, just be sure to balance the amount of ships you have based on how many resource/manufacturers you've constructed and prioritize structures efficiently, which is very simple once you get the hang of it. If you've played any other sim management game with automation, this mechanic in the game should be fairly straight forward to master.


Power of 3's: The Cities

The three city zones are randomly generated per game and you can refresh the seed at the start before placing your first structure if you don't like the look of the first three generated zones.

Each of the three city zones have their own individual funds, you choose when to occupy them be it all 3, just 2 or simply focusing on just 1 of the 3 zones at a time, this is entirely up to you.

Each zone will come with a different bonus (%'s) regarding; Wind, Solar, Metal, Uranium, Soil Fertility, Water and Fish so manage carefully and get the research unlocked that will display what each of these are asap [it has the shortest research time, because even the developers know you need to know this stuff sooner rather than later]

In-addition to this, there are also numerous population needs for you to manage of which I am not going to list but I will say once you get the hang of the game it is not as overbearing as it first may seem as not all population needs require to be met from the start of the game, they know what they are signing up for and once they're able to land at one of your three cities, provided they don't starve, dehydrate or lose power, they're very patient. Whilst your population is low at the start of the game, food(s) and water lasts long enough whilst you set up the necessary productions to facilitate needs.


Final Notes:

Huge respect to the developers for this underdog of a game, its a sim management city-builder I never knew I wanted.

The only con to this game is if you mess up, depending on the pre-game settings, you have no choice but to restart from scratch - but we live and learn thus becoming more efficient with our build orders, so be sure to figure out the vital structures based on necessity in the first hour - practice improves build order and construction efficiency, what took you 2 hours to accomplish in your first game should take less and less time to get back to where you ruined it all with every restart.

If you enjoy sci-fi sim management city-builders, this game is an enjoyable time-sink with a lot to do as well as different routes in order to progress through the game and a great game to come back to now and then, different settings each time or the same again, entirely up to you. Sometimes its nice to just casually take out wave after wave after wave of Marauders with limited consequences without much else to think about, because why not? Its fun.

For a game with limited build-space, you gain an expansive sense freedom and I don't say this lightly.
The build-space you do have is still enough for whatever you wish to accomplish and as you progress, you'll literally unlock extra build-space expansion. A fine example of how much so little can make a bigger difference, especially if you require that extra space for additional defence structure(s)

Given the price of and content in, this game, this is an absolute bargain - even when its not part of a steam sale.


Little bit of advice:

For your first run of the game I recommend making sure that you disable the marauders otherwise if you're under-prepared for an attack they will target vital structures which could completely cut you off in the early game - they'll come again X minutes later and in bigger numbers of ships and this can majorly whittle away at any and all progress and your game sessions may start to feel like the spaceships in the background of the first episode of Futurama when Fry cryogenically travels forward in time by 1,000 years (especially if you leave it on x4 speed), only without many or any population remaining depending on the severity of attacks.

When you're more familiar with the game but feels a bit dull, play it normally and include Marauders as part of the 'special events' in the pre-game settings, it'll definitely spice up your game.


There is a tutorial, right? ... ... Right?!

There is a tutorial of course and it will benefit you economically at the start of the game and give you a better idea of an efficient build-order. However, even without marauders enabled be prepared to learn from a grievous lack of foresight at times and accept that you need to restart rather than struggling to re-coordinate resources, power and population - with every restart I have become much more efficient whilst learning and figuring out this game - the amount you would like to manage can all be altered in the pre-game settings before you start and its the pre-game settings which makes Cliff Empires so replayable.

A fully established, three-city with ground-level expansion of Cliff Empires can look like.
https://steamproxy.net/sharedfiles/filedetails/?id=3137871756
Thanks for reading and I hope this was helpful, whichever your next decision might be.
張貼於 1 月 12 日。 最後編輯於 1 月 12 日。
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目前尚未有人將此評論標記為值得參考
總時數 57.3 小時 (評論時已進行 6.9 小時)
For a free game, this is a nice and entertaining time-sink with a variety of cool combinations that allow you to win the next fight or realise it'll doom you and your party O'pets.

There are options to pay money into the game however that's all in one area of the menu and doesn't bleed out whilst playing the game.

Now go make some other pets faint with insane combinations!
張貼於 2023 年 8 月 10 日。
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1 個人認為這篇評論值得參考
總時數 30.8 小時 (評論時已進行 8.8 小時)
搶先體驗版評論
For an early-access game, the foundations of what we can play so far is fantastic - there's already fine attention to detail regarding the sound design [which always shines a great deal of hope]. When your Morita starts to run short on ammo you can hear the magazine 'drill', telling you you need to reload very soon.

There's a short mode for Rank 01 - 04, then once you reach Rank 05 you get to play ARC mode, which allows for a really fun and interesting game. (Tip: Don't focus on the gas at the beginning, wait for the blue ore objectives to appear)

Now these Arachnids and I have a lot of history and a lot of unfinished business, see you out on the field Marine! HOO-RAH!
張貼於 2023 年 5 月 24 日。
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6 個人認為這篇評論值得參考
總時數 54.3 小時
This game was forced out of Early Access somewhat prematurely, there were some long-standing issues some months after release that had to be ironed out, i.e. the tanking FPS which plagued being able to run this game beyond 20, 15 or lower FPS for quite a while post-release.

That issue was resolved, each faction is diverse, the maps are pretty and if you're playing multiplayer then the difficulty curve (like with any other multiplayer for ...most games) is going to vary and seem ridiculous at times but that's multiplayer for you.

The campaigns, the maps and the factions have variety but its not overwhelming and easy to digest for anyone that's played RTS games before.

In all honesty this game deserves a comeback as the devs continued to work on patching out the last few issues the game suffered from and they didn't just abandon it.

This game received bad press due to the post-release bugs, but that shouldn't undermine how solid this game became after some vital patching.

It would be in the dev-teams interest to add a 3-mission campaign for each faction so players can see for themselves why this game shouldn't be left in the dusty shadows of the Steam store.

Its been a while since I last played this but the AI in skirmish if I recall wasn't the best, but AI in skirmish in most RTS games tends to be unrealistically cheaty anyway so at least in Grey Goo the AI is fun to fight even if its not that great - but these skirmish maps are for multiplayer anyway so I personally wouldn't knock the game for "Ez skirmish AI"

Give it a try.
張貼於 2023 年 1 月 23 日。
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1 個人認為這篇評論值得參考
總時數 2.8 小時 (評論時已進行 1.9 小時)
I always leave London exposed to nuclear threat.

I am British.

Very good game.
張貼於 2022 年 8 月 5 日。
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目前尚未有人將此評論標記為值得參考
總時數 185.6 小時 (評論時已進行 63.3 小時)
搶先體驗版評論
Everything about this game already complements its design and game mechanics incredibly well, this is one of the most thorough Early Access titles I've ever played and I look forward to what more the developers have in store for us.

You're not locked to a specific class, but that's where harvesting blood from NPCs swoons you.
Your character 'level' is your gear level which is a charming addition for progression and to me at least makes sense, what with being a Vampire.
Your ability loadouts will change and there is plenty of variety more and more as you progress.

The stronghold/castle building element is simple and easy but leaves room for unique designs, a good blend of practicality, decoration options and most importantly ease-of-life for the player.

¬Building a home itself isn't a headache but be mindful about where you build when playing on servers, if there's only two routes up a cliff and you don't expand your castle boundary to one of those routes, you're going to find that a player or two may come along and restrict your access entirely; so don't be foolish.
¬You can have more than one castle.

You can't 100% a character in Single-Player and then join a server with that character, likewise each server you join is a fresh character so no character transferals are possible, but servers have a big range of settings so each server can vary in their own modifiers so a fresh character per server is okay, there are PVE and PVP servers.

I don't mind the fresh character per server, its because of this the gathering of resources is probably the least tedious I've come across compared to any other game with 'survival' and 'base building' elements/mechanics.

You can strike out on your own in a multiplayer server just as well as you and some buddies can strike out as a group.

Good game, 10/10, thank you for doing something fun and new with Vampires!
張貼於 2022 年 6 月 3 日。
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總時數 362.9 小時 (評論時已進行 226.0 小時)
搶先體驗版評論
Really looking forward to the full Mistlands experience so far.

Fun game. Balances construction and survival marvellously so far.
張貼於 2022 年 5 月 21 日。
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4 個人認為這篇評論值得參考
總時數 249.5 小時 (評論時已進行 115.7 小時)
Evil Genius 2 as a sequel checks all the right boxes as this sequel builds off and improves so much that just didn't quite work in first Evil Genius.

With that being said, whilst the research tree is a lot more linear and straight forward, I do miss the first games' take of making research feel like I was making new discoveries.
It'd be great if some future patch or DLC could improve the existing tech-tree research by at least being able to improve the new technologies in some way? Wishful thinking there, but it would be nice to have that extra reason to keep a research lab around other than creating a large robotic workforce.

That being said, the droids are a nice touch.

Over the past year the game has acquired some well deserved and needed patching, and oh boy were there some amusing issues on release week for Evil Genius 2, from losing over 130 minions due to staircase pathfinding to top-tier Forces of Justice Agents one-shotting my top-tier muscle minions whilst my MMs only did 1 hitpoint at time, both these issues were patched out within the first month of release and the remaining patches have tweak more than I care to list in a review.
To summarise, the ship sails a lot smoother from Minion Vs Forces of Justice balancing right down to lair autonomy and player quality of life experiences.

I can fall back on Evil Genius 2 as a comfort game just like I could Evil Genius, only with EG2 I have no frustrations with path-finding nonsense or any other frustrations as the game works as intended. The improvements and general gameplay of EG2 I evilly embrace with my wealthy and powerful arms.


The world map definitely took a different functioning mechanic compared to the first game, each version of EG and EG2 have their strengths and I genuinely like both of them for their own functional reasons, you could write an essay alone about both versions' pros and cons.

In my opinion, the biggest flaw with EG2's world map is high tier outposts in a region will only ever give you missions that require high-tier minions, but never stoop lower which can drag the pace down if you only want 9 Counter-Agents, but must complete 5-7 consecutive top-tier Deception agent tasks on the world map; this was literally down to my minion management preferences and it did not take too long to train new counter-agents: You don't need a Counter-Agent in your lair to train another Counter-Agent, a good quality of life improvement over the first Evil Genius. However, having a Counter-Agent will reduce the time it takes to train another Counter-Agent provided they're not occupied. [This goes for all Minion types]

It would still be nice if there was more minion requirement varieties even in the highest-tier outpost regions, instead of always requiring 3 Counter-Agents for a 'reduce heat' mission, if it required 1 Counter-Agent, 1 Spin-Doctor and 2 Socialites that would be dandy for the *ahem* repetitive missions you must undertake to keep the Field of Justice agents off your back. That would be my biggest gripe with the World Map, other than that its a gameplay mechanic that works as intended and feels like a more modern approach than its predecessors.

The pace of Evil Genius 2, the general flow of the game is determined predominantly by the player so you can do things quickly or you can take your time or swap between quick and slow, this is a huge plus for me as the game won't come to a suddenly quick and abrupt end unless and until I say it does.

Evil Genius 2 doesn't just play to the nostalgia of over a decade ago, it definitely improves on the pre-existing concept and core elements of the first Evil Genius so much that if you enjoyed the concept of the first then you're likely to enjoy the sequel. (So long as you understand, this is not a remake or a remaster, Evil Genius 2 is a sequel and delivers in the way a sequel should)

What if you've not played the first Evil Genius game?
No problem, because EG2 covers the bases of the original and improves what didn't quite work over a decade ago, its great in its own right and shouldn't be disregarded just because you haven't played the first game.

Simply put, don't worry about the first game at all.
That would be like refusing to use Windows 7 or 11 because you never used Windows 98.

If you want to be the bad guy; micro-manage or have a lair that can run itself whilst you focus on one or multiple tasks at a time; with the freedom to manipulate the pace of how you play the game on a whim; with plenty to explore and have a variety of experiences in just one or over multiple different play-throughs; as well as sink a whole lot of hours into a single-player experience; then this is the time-consuming experience for you.

In Evil Genius 2, the world is your oyster and there's a lot of pearls for you to get your hands on.

Be the biggest and baddest b******/b**** you want to become.
張貼於 2022 年 2 月 8 日。
這篇評論值得參考嗎? 搞笑 獎勵
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