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Recent reviews by onlinewithryan

Showing 1-6 of 6 entries
2 people found this review helpful
2.1 hrs on record
Why are you reading this? Download the game already. You have nothing to loose, except maybe your dignity, but that wasn't worth much anyway.
Posted 5 February.
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No one has rated this review as helpful yet
36.8 hrs on record
I mainly play roguelike games these days with the goal of getting all of the achievements before I consider myself finished with them. Checkout my profile for some similar roguelike games you may not have heard about.

Antipaint stands out as one of the more unique roguelike bullet hell games in my library. Each run you select from a starting "weapon" in the form of a painting tool like brush or roller and a special perk/skillset. Once you start a run you don't change your weapon, but instead buy upgrades in the form of items which all feel unique and the synergies are very straightforward.

At the start of the game it is very challenging as you learn all the ins and outs of the enemies and the bosses, but within a few hours you will likely pick up on some key items to winning each run.

Attempting to get all the achievements does add a lot more replayability and challenge to the game that continue to challenge you even after you unlocked all the content in the game.

Each run isn't too long, and there is a save and quit function, so at the end of the day antipaint is a welcome challenge that is also respectful of your time while not being a pushover.
Posted 5 February.
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No one has rated this review as helpful yet
11.4 hrs on record (3.8 hrs at review time)
I bought this game because the style reminded me a lot of virtual-on and I mostly play bullet hell roguelikes. So far the retro charm of the game has really made it shine to me and I keep coming back to it for the soundtrack.

Overall the game is a tad easy with half the meta progression feeling like it doesn't do a whole lot. There are two types of meta progressions, one is simply the item/weapon pool which grows over time, and the other is a set of stat boosts based on which tree you are working on. The stat trees are very shallow and don't seem to be that helpful. The item pool on the other hand is a lot of fun and way more useful, and most things unlock as you play (tied to achievements).

Each different shell doesn't feel too drastically different and I find that picking a specific shell does not lock you into a specific subset of builds. The items you pick seem to be a lot more important than which shell you start with. They all feel good to control although not that different from one another in terms of playstyle.

At the end of the day this game is fun and puts a smile on my face!
Posted 5 February.
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2 people found this review helpful
8.9 hrs on record
I have been waiting for a game like this for a while. I mainly play the hell out of anything mixing roguelike with any genre. This game has a lot of neat ideas but right now it is too broken and RNG to be anything but an actual waste of time. Most runs end up being impossible. A lot of the items are either extremely underpowered or completely unexplained what they do if anything at all.

This last part is speculation but it feels like the board is not generated static at the start of a round but instead the bombs move around, I COULD POSSIBLY BE THAT UNLUCKY but the game never feels like you are building up to have a good build and it feels like there is no synergy with any items.

I played this game for 8 hours and only completed one run. I never found any items that I felt like were worth getting except for ones that game me extra lives, BUT I have created a long running list of items to avoid at all costs since they tilt the RNG even further against the player.
Posted 3 February.
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5 people found this review helpful
13.0 hrs on record (11.4 hrs at review time)
I loved playing through this game couch coop with my SO, we both got very into collecting all of the coins on every level and going full completionist on this game. Turns out on the second to last course, invisible world hard mode (Which we played last) has a glitch where the final coin does not show up and therefore makes the game impossible to complete. I did some research on this and stumbled into the forums and saw people reporting this issue over a year ago. Do yourself a favor and go to the forums and look at all of the bugs people are experiencing and the devs are just ignoring them. I'm lucky that this was the only bug that I hit and we were still able to enjoy the game to 99% completion, but I really feel bad for others who can't play at all and are being ignored for over a year. Because of that I feel like this is a gamble to recommend, especially because the glitch I hit only happens at the very very end of the game past the time you can be refunded.
Posted 27 April, 2021.
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2 people found this review helpful
1.5 hrs on record
Early Access Review
Very Early Impressions After not playing a skateboarding sim game in over 5 years.

Overall the controls are the biggest thing that makes this game tick. Your right stick controls your right leg and your left your left.

For context, to do an ollie in the regular standing position, you need to hold your right stick down and push your left stick up. I feel like this is a bit unintuitive because you do not need to return your right stick into any position at all, and often the game will ignore that your right stick is still in the down position. This issue is seen when trying to 50-50 a rail. It seems like you need to do the following: hold right stick down, push left stick up, release both sticks, right stick up and left stick down at the same time.

I feel like the "flicking" motions from Skate 3 really made you feel good about popping a high ollie or kickflip. Session doesn't give you the satisfaction from doing an ollie in the same way.

You do however get the satisfaction of doing more basic things like kickflips or treflips than you would compared to skate. I just feel like the current of the controls are too late to change and can be a huge deal breaker for people. I found that after playing the game for a while trying to land a rail or specific trick, I would get comfortable with the controls, but then after riding around for a while I would feel like my brain didn't retain anything I was learning. I feel like this is because there is missing the satisfaction of any points or trick name showing up when you do land a trick.

Also, this game tries way way way too hard to be realistic and gives up a lot of fun factor. For example, when skating on different textures, like grass, brick, concrete your acceleration, top speed, and deceleration are impacted. Riding on brick is really bumpy and you decelerate very fast. The problem is, the devs decided to make a majority of the map with brick floors. They did this because a lot of the skate spots are based on the architecture of NYC, but come on, it makes skating these areas extremely terrible.

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For this very moment, I am not recommending the game. This is still the "launch week" for early access and I intend to come back and update this post if things improve.

The gave has a very solid foundation for a physics engine but it is impossible to tell in this state if the engine was built well enough to accommodate the changes required to make this game feel satisfying to skate in. If the dev team just simply added story and locations to the current build of the game I feel like they would have missed the mark.
Posted 21 September, 2019. Last edited 26 September, 2019.
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Showing 1-6 of 6 entries