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Recent reviews by Tatra

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Showing 1-10 of 91 entries
2 people found this review helpful
0.7 hrs on record
Oh, yes, very good. Took me about 40 mins, and time well spent. If you're not into combat in these kinds of games, this will fit like a glove.

I do wish the 100% ending was a little more substantial... the "bad" (?) ending I got before that felt like it had a bit more to it... But it's a very minor complain in an excellent title. Two thumbs up, give it a go!
Posted 26 March.
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1 person found this review helpful
0.9 hrs on record (0.4 hrs at review time)
Oh, yes, absolutely.

Lovely aesthetics, fun progression, neat mix of puzzles and games, and a cool focus on actual basic cryptographic techniques. You'll be done in under an hour, and it'll be time well spent.

I have some minor gripes... I have a 4K monitor and the game has a set size, so it was uncomfortably small on my screen, would be nice to have options for 2x/3x nearest-neighbour scaling... But nothing important. This is a winner. Nice work, Petter!
Posted 21 March. Last edited 21 March.
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A developer has responded on 21 Mar @ 7:15am (view response)
3 people found this review helpful
0.7 hrs on record (0.3 hrs at review time)
Oh, OK!

After a small learning curve, I got in the groove with this and it's really fun! I definitely need to give it a few more runs, but I've had a great time so far. Neat!
Posted 15 March.
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4 people found this review helpful
0.7 hrs on record (0.3 hrs at review time)
This needs another month in the oven.

On a basic level, the main issue is that there isn't actually anything to play yet. The "Campaign" either hasn't been made yet, or has a bugged button and can't be played. That leaves the community levels and, currently, every one of those is just an empty level that kills your character after a few seconds due to falling below the "bottom" of the "level". It looks like this is a bug too: looking at the workshop, it certainly seems like there are multiple uploaded levels that look playable, but playing them nothing exists. I've made a couple of levels that are perfectly playable with the local version, but downloading the uploaded version still has the level just be empty.

Even putting this aside, creating level is relatively difficulty (until you know how). There are no instructions here, nothing is labelled, and so knowing what you actually need to do is harder than it needs to be. It's one of those cases where the developer has made it simple for them, but hasn't sufficiently tested with other people. How do you bring up the block inventory? ("E"). How do you assign blocks/tools for use? (Drag them to the toolbar.) How do you select them? (Number keys) How do you use them? (Left click for placing blocks and using the spanner, right-click for using the mallet.... for some reason.) What's actually required to make a level? (The two tall gray boxes are the spawn and end points, so you need at least one of each of these, 2 spawns for a co-op level.) How do you move around? (Space flies up, Shift flies down.)

Take a month. Test level uploads and downloads to make sure they're working. Add labelling and controls for the level maker, and simplify; maybe make left-click standard to activate everything, and have right-click destroy blocks by default rather than needing a specific tool. Create the levels for the campaign, and/or get the button for that working. Then this might be something. I like the idea, but I can't recommend it as-is.
Posted 12 March. Last edited 12 March.
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A developer has responded on 12 Mar @ 11:57am (view response)
No one has rated this review as helpful yet
0.2 hrs on record
This is cool and all, decent little thing with good puzzles. I do have one major issue though; Despite being out here as a full experience, this is in fact only a demo, less than 20 minutes long. It should be clearer that this is the case.

For what it is, this is a thumbs up.
Posted 9 March.
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4 people found this review helpful
0.9 hrs on record
WHotM lives or dies on how you feel about it's core gameplay. There's roughly an hour of game here, and that is almost all driving back and forth over various hills in a slightly-underpowered rover, trying to move rocks out of your way as you go. You either find that enjoyable enough to do it for 60 minutes, or you don't.

When I say driving back-and-forth, I mean it. You're told to shuttle between various locations along the moon's surface, and it's pretty common to get to a checkpoint... and then have your next mission been to turn around and go right back where you came from (and return back to that checkpoint again afterwards). Because you can't actually get rid of the rocks littering the surface (with rare exceptions), those same rocks you have to move around to get past going one way are still going to be there coming back (and forth, and back...), so it's not even like you get to clean up the routes to speed up your later journeys.

I think I'd have gotten much more out of my time with this game if the rocks were used primarily as puzzle pieces to place (like the, I think, 2 times you're meant to fill up a pit with rocks to progress... those "rare exceptions" I mentioned above), I'd have had a lot more fun with this. As it is, no matter what you do the rocks are always going to be somewhere in the way, so there's a lot of busywork in dealing with them as you try to race along and keep your momentum high enough to make it up the next hill.

The need to occasionally deploy your solar panel to recharge winds up feeling like a bit of an unnecessary time waste; it's not like you're ever running from something against the clock, where needing to stop and recharge would be additional tension. It's just time lost, your actual real-world time, in a game that's already about twenty minutes longer than it really needs to be, IMO.

It's a thumbs up, I don't regret my time with this... But there's definitely some theoretical alternate universe version of this game that I like a lot more. Maybe they swapped out the solar panel with a rechargeable mining laser to permanently destroy rocks, letting me clear paths for future journeys. Or maybe there were less u-turns in general, with the plot pushing you forward more than it had you bouncing around between the same destinations. Or maybe the distances between areas was just a bit smaller and with less stray rocks, so it didn't feel like so much of a chore. Maybe my rover just had a self-righting mechanism as well as a reset button. In any case, room for improvement, but this version, the one we actually have, is still worth taking a look at.
Posted 4 March. Last edited 4 March.
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No one has rated this review as helpful yet
0.3 hrs on record
Nice creepy lil' game :)
Posted 3 March.
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3 people found this review helpful
0.2 hrs on record
Sure, neat little platformer, and about the right... length....

...I'm sorry, I'm writing this review, and I just noticed that the description says to beat the game backwards after you reach the end, and... I guess I'm not done with this! Anyway, yeah, good game.

One criticism; the default keyboard controls really overload the left hand. I can't actually remember if they're remappable but, either way, may be worth moving the default controls to split left/right movement and jump/dash so that they're split between hands.
Posted 27 February. Last edited 27 February.
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14 people found this review helpful
1 person found this review funny
0.1 hrs on record
Oh no, I missed the AI content warning, ewwwwww.
Posted 23 February.
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2 people found this review helpful
0.1 hrs on record
No.
Posted 21 February.
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Showing 1-10 of 91 entries