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Recent reviews by Niski

Showing 1-6 of 6 entries
122 people found this review helpful
3
2
1
7.1 hrs on record (5.7 hrs at review time)
This is a fascinating little game-toy-thing. You can really get some exciting vistas from it if you put in the effort to carefully place things, and there is absolutely a sense of relaxed aesthetical focusing.

That said, here are some things that I'd like to see in the program (consider these as constructive feedback).
- Proper height differences in the map, possibly an ability to terraform height levels. This would give variability to the environment and make certain city layouts even more striking. (Like imagine one of those pyramids on a tall hill surrounded by the city.)
- Water, or rather, some ocean or river that would give some striking low angle shots of a built up shoreline.
- Better control over district types, and preferrably more districts, while the building-based influence system is workable and provides a sense of soft transition, it lacks control, some kind of a map painting system with borders that can be toggled visually on and off depending on if you want it or not
- Roads, huge winding highways cutting through a city are a classic staple of especially Japanese style cyberpunk aesthetics. Being able to place those would be fantastic. And in the air, more control over hovercar movement and organization into lanes would make the environment look more "realistic", or rather, "believable". Perhaps via designated "rails" or rather, bezier curve defined routes? Roads and hovercar paths combined with proper terrain (water and heightmap instead of just impassable hills at the edges) would naturally help segment the city in districts in a more believable fashion and also to give some natural transition space between districts.
- And of course the thing that no developer wants to hear: more assets. More basic buildings, more billboards, some special ploppable buildings perhaps.
All of those things said however, this is a very fun game-toy and I highly enjoyed the time I spent with it. Thank you dev for making this.
Posted 26 June, 2024. Last edited 26 June, 2024.
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No one has rated this review as helpful yet
116.0 hrs on record (108.2 hrs at review time)
Extremely a thing. Very relax. Enjoy very many, thank you.
Posted 19 December, 2023.
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1 person found this review helpful
22.2 hrs on record (3.9 hrs at review time)
Early Access Review
Breddy gud.
Posted 17 December, 2022.
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No one has rated this review as helpful yet
208.3 hrs on record (18.8 hrs at review time)
Early Access Review
I'm going to review this game from the POV of someone who rather likes my Viscera Cleanup Detail, basically I came looking for a chill game where I can work my way through problems and plan things out without too much pressure, yet one that gives me a sense of accomplishment of sorts for a job well done. If that's not what you're looking for in a review this one might not be useful for you.

I'm rather split on whether to recommend this game or not. The potential for an absolutely great experience and tons of fun are definitely there, but it's still very much a diamond in the rough. Emphasis on the rough.

Positives:
* The game is technically operational, if sparse. It does what it says on the tin and for the most part works decently enough for a game that's just entered early access. (I'm reviewing this like 3 days after release, so take that into account)

Neutral:
The shift timer. There's a 15 minutes time limit per shift on breaking down ships. After the shift is done, you have to pay another round of tool rentals and miscellaneous costs. And yes, you can take as many shifts do break down a ship as you want. I can absolutely see why this feature exists, something like it is mandatory to give dynamism to the debt mechanic and give some kind of an incentive to work fast. Unfortunately this is only a desireable feature for specific gamer types. As such, I would love to see the timer be made optional, and even more importantly, give the player the ability to select how long the shift timer is, if they want to use it. That kind of relatively simple change would fix any problems I have with it.

Negatives:
* There's some really annoying problem with lag spikes in the game, I'm not certain what exactly causes it at the moment so I'll refrain from guessing.
* The game's control scheme where you have extreme mouse acceleration and smoothing is understandable, but frustrating. I know it's supposed to emulate inertia in space and how difficult it is to turn with what probably amounts to a couple hundred kilograms of astronaut + equipment in zero-g. Unfortunately the way it's implemented means that in conjunction with the lag spikes, just turning around in the game, much less aiming at something, is an excercise in extreme frustration. One moment you're turning relatively slowly and the suddenly you find yourself turned an extra 90+ degrees in the direction of rotation you had previously. Having the player's rotation tied to accelerated mouse movement that's related to framerate instead of real time is a very bad design decision.
* The game suffers from semi-frequent crashes, the only thing that makes this a bit less of a problem is ironically the much maligned shift timer that ensures that you at least save your progress every 15 minutes.
* The game's lack of keyboard rebinding is a known issue, and the devs have stated they're going to add this to options later. None the less I feel I must remind other buyers that indeed there is /currently/ no key rebinding.
* Related to previous, the game has a couple of control features that its tutorial does not inform the player of. Namely that you can use z and x keys to use your left/right hand to grab on to objects. Another useful trick that the game does not tell you is that you can use the right mouse key when you're grabbing on to an object to pull it next to you.
* Currently there are only two primary ship designs in the game to dismantle, the smaller ship has three variants and the larger one two. Content wise this is rather sparse. Again, the devs have said they're going to add more content, but I have no idea of the timetable, or even if there is a timetable.

So yeah, overall I'm going to give this a thumbs up for now, but that is VERY much loaded with the expectation that at least the control scheme will get revamped or fixed, the lag spikes at least ameliorated and the game gets more content.
Posted 20 June, 2020.
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2 people found this review helpful
3.5 hrs on record
Fun, if short romp through hell. Nonetheless, excellent value for money, given how much it costs. Especially the last stage with danmaku mechanics was great fun, even if if it was strict and required retries. But finally getting the patterns down and finishing the level left me with a happy smile. I'll give this game nine out of eleven collapsing buildings.
Posted 14 June, 2020.
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3 people found this review helpful
19.7 hrs on record (12.4 hrs at review time)
To be technical, it's an FPSRPG with all the usual flair of stats and cybernetic upgrades, inventory etc.

Apart from that it's probably the weirdest game I've played in a while. It doesn't seem to follow any of the usual rules of modern game design and ends up feeling very fresh because of it. But the weirdness is almost certainly going to cause the lowest common denominator hate it because, well, it's not easily accessible.

The setting is, as someone put it, a mix of Deus Ex, Warhammer 40k, Stalker and a whole slew of 1980's scifi films. Some of the maps would not look at all out of place in a Blade Runner game, for example.

Given how cheap the game is, especially when on sale, I just have to recommend it. Even if you are disappointed, you won't be down too many bucks for it, and I can pretty much guarantee that you've not played anything quite like it before.
Posted 8 December, 2014.
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Showing 1-6 of 6 entries