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Senaste recensioner av Rice Trispy

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1 person tyckte att denna recension var hjälpsam
0.5 timmar totalt
Was killed by a hacker that did 2,299 damage to me with a pickaxe before I even landed and there wasn't even anyone at the landing point among other shenanigans in my short playtime.

It would have been a fun, less risky version of Escape From Tarkov if hacking wasn't a rampant issue.
Upplagd 18 juni 2022.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
2.6 timmar totalt
Made me relive terrible flashbacks of horrible memories I forgot after a car accident and would rather forget.

Upplagd 2 februari 2022.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
154.0 timmar totalt (61.3 timmar när recensionen skrevs)
One of the few games where shooting a concrete wall at point blank range will hurt you with the ricochet. 10/10 would explode again
Upplagd 26 november 2021.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
174.8 timmar totalt (28.9 timmar när recensionen skrevs)
Early Access-recension
Valheim is a game where you murder the lorax's extended family as you deforest the titular tenth world cast away from yggdrasil. Why? You know how people say god sends their toughest soldiers through the roughest battles? Well, once upon a time, Papa Odin screwed up and instead of killing his enemies, he cut off the tree branch they were on, and thousands of years later he realized they're growing like the mold under your bathroom sink. That's why the Valkyries picked you to clean up his mess in the equivalent of an unwaking nightmare where your breakfast decides whether you live or die, sausages are made from rotten human entrails, and building parts only snap to each other if you look directly at the tiny snap-points. So go off and behead everything as proof to daddy Odin that you're a good little murderer so you can go to Valhalla like everyone else, and not be a disappointment. You're NOT a disappointment, are you?

Tl;Dr, do it for Odin.
9/10, needs some QOL fixes
Upplagd 7 februari 2021.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
76 personer tyckte att denna recension var hjälpsam
6 personer tyckte att denna recension var rolig
4.3 timmar totalt
It's an idle game pretending to be a management game.

Most of my playtime was spent waiting for things to finish instead of managing the park. Most of the mechanics are simply gambling from getting fossil data, to gambling on hatching eggs, to whether the kind of missions you'll get are actually achievable on your current run. You initially have to wait a minute for things to finish loading but it exponentially takes longer the further you get.

Management is simple and shallow since you can instantly see the change in return on assets for guest facilities rather than seeing it in a weekly or monthly report. The dinosaur needs are shallow and there's no need for enrichment or other exhibit amenities besides fences, food, and the environment.

This is just a higher graphics version of a generic idle game you can find for your phone. I completely regret my purchase even at the 75% discount, but because most of the game is waiting, I exceeding the refund time limit by trying to give it a fair shot.
Upplagd 7 november 2020.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
13 personer tyckte att denna recension var hjälpsam
11.7 timmar totalt
I bought the alpha of this game back in July 2013 and loved it...but this product is completely different.

The alpha version was an open-world diablo-esque voxel exploration driven RPG with weapon customization and dedicated servers, but this beta (as of September 26, 2019) is a game that can't even be called an RPG nor exploration driven in the least and here's why:

ALPHA // BETA
1. You gain levels from fighting weaker monsters and can use those points to get new abilities, have stronger pets, ride your pets, climb faster, use hang gliders, swim faster, and use boats. // You gain levels from beating regions/biomes. All abilities are unlocked at the start. You cannot strengthen your pets, and each level either increases boat or hang-glider speed by 1-3% and nothing else.
2. Even if you're under-leveled, you can still beat a stronger monster with good timing and quick thinking. Equipment can only be used if your power level matches the equipment, so getting better gear only works if you put in the effort to match it or add customization blocks. // All damage is based on equipment. Equipment is the only way to increase damage in a region. If you are under 2 levels of equipment (from 1-5 from white, green, blue, purple, and gold respectively) compared to the color of an enemy's name, you WILL NOT be able to harm them. Equipment with a "+" at the end of its name will be useless 2 regions away from where you got it, without the "+" it becomes useless as soon as you enter a new biome. Weapon customization is effectively pointless.
3. Special key items like boats, hang-gliders, and pet riding stay with you forever. // ALL key and travel items disappear when entering a new region whether you like it or not. So if you want to enter an ocean region from a river, pray that you find a boat soon since your swimming speed is effectively capped.
4. Only quests are to slay boss creatures for rare loot // More quests from rescue to puzzles, but they become repetitive since your progress is stripped from you the same way every region. Some are more of trial and error than actually solving anything (trying to navigate a over chasm's platforming puzzle in a sewer where light from your lamp won't penetrate the darkness is hell), while others are meant for a higher equipment level that would be instantly beaten with the region's highest tier (I've run into more white tier quests when I finally reached gold than when I was even blue tier because of how hard it is to traverse the land without dying).
5. Shrines of life are plentiful respawn you from the nearest location automatically, but not when enemies are near. // Shrines of life are relatively sparse, have temples to make them stick out, must be activated, and can be fast traveled back to. This would have been a good feature if they were safe spots, but I've died as soon as i spawned as a white tier because purple tier enemies were spawn camping me.
6. Multiplayer servers are dedicated and you can meet new friends. // Multiplayer is locked to steam friends and friends of friends only.

It's no longer an RPG, and it's more of a masochistic, closed-world action game. After getting 11 hours in the new Cube World, I can say with great confidence that it's only fun if you:
1. Are lucky enough to find a white or green tier encounter area you can complete within your first 30 minutes
2. Are lucky enough to get a good damage dealing drop from it
3. Are lucky enough to get one purple or gold tier "+" weapon in your first region
4. Are prepared to be set back to 0
5. Understand that it's no longer an RPG, but an action game

3/5ths of the fun comes from luck, which isn't good game design. Even loot shooters have progression so progress can be pinned on skill even with horrible equips, but this is pure RNG, now.

I was so excited to hear Cube World come back since I've sunk so much time into Alpha, and I REALLY tried to enjoy this beta— but I couldn't. This isn't ready to be released, and I'd wait another year if I had to just for the game to go back to good combat progression. The exploration progression could be easily fixed by making travel items work everywhere and never disappear, and by making region artifacts do something completely different from being the method of "leveling" you up (it's not really leveling if all that grows is your sailing and gliding speed— both of which get taken away from you). The reliance of stat checking for combat progression, though, is, in one word, appalling.

Buy this game if you like action games that box you in to beat each place part by part, but otherwise I can't recommend it at all.
Upplagd 30 september 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
2 personer tyckte att denna recension var hjälpsam
7.6 timmar totalt
I bought it for the nostalgia, but kept playing because it's still legitimately fun.


10/10 Joshua Fireseed is still a BAMF
Upplagd 30 juni 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
910 personer tyckte att denna recension var hjälpsam
38 personer tyckte att denna recension var rolig
2.0 timmar totalt (0.9 timmar när recensionen skrevs)
Early Access-recension
I cannot recommend this game.

There is no incentive to play. At all. No real story as far as I could tell, and there's no reason to even grow food or make any sort of money other than to get more decor. There are no upgrades substatial tool upgrades and even the watering can is unlimited.


There are no requirements to meet daily (not even to eat and sleeping on the ground is equivalent to using a bed) nor is there a boon for drinking or eating food.

The progression is awkward at times since:

1. You need a specific tool for every single thing. Even just to move dirt you need a shovel and the game makes a vexing ding noise when you use the wrong tool, which wouldn't be so bad if the pick-up button wasn't the same as the tool use button.

2. Specific tools are story locked, at the moment. For instance, you need a shovel and pick to move ground such as dirt and stone littered around the map, but you need to build a barn first to unlock those. It wouldn't be so bad if it was easy to find level ground to build but the area tends to have potholes/boulders which really messes with building.

3. To even make raw materials usable, you need to physically assemble them which, for example,can take ~4 seconds per wood -> lumber after needing to walk about 4 minutes from your house to the nearest builder's shop (unless you made it to a point where you can have your own saw/assembler/etcetra) and a ton of different materials to get anywhere while constantly checking back with your menu to find out which ones you actually need to physically place onto these crafting table since it isn't part of a gui.


The game is cute, but there's no incentive to even get close to the characters. They don't seem to interact with you besides telling you what fetch quest needs doing and what they have to sell.

There are a ton of items in the world, which would be great if there was a reason to use this immense variety that the stores literally stock shelves full of them.

If there was more to do without the hassle of having to go through fetch quests for basic tools, a reason to farm or even eat, and more to the world as a whole then this would have been an okay multiplayer game...Which, as I understand, as basically redoing the whole game.

In my opinion, it is nowhere near worth $20, nor even $15, because this game is just a very complicated, time-consuming building sim without any of the basic struggles that makes farm life so satisfying as a videogame genre.


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EDIT:
In order to address a few concerns:

1. I understand that there will be updates, and I hope this does add incentive to play and clarity that the "story" is not the only mode of progression. This has a lot of potential, but I've seen potential go to waste. Until something is done to remedy that, I sadly cannot recommend this.

2. I don't believe comparing this to other life-sim/farm-sim games in this state is right, at all.

I've played countless Harvest Moon games since I was a child; Rune factory 1, 2, & 4; the entirety of the Animal crossing series; Stardew Valley; Terraria AND Minecraft since pre-alpha; starbound since Alpha— however they all share a common feature: an incentive to play.

All of them have a mix of: a storyline to follow, upgrades to unlock/earn, a debt to pay to a specific (raccoon) npc, interactive villagers that not only state their mind but inquire about yours, or some sort of way to punish the player either because of combat, forgetting to eat and sleep, or if they're rude/destructive. Right now, this game has nothing by comparison, but I hope it will have something with how cute and wholesome it is.

3.Please understand that I'm not making this review out of contempt or tasteless criticism, but because I WANT this game to grab my interest because of my love of the farm/life-sim genres.

Thank you for your concerns.
Upplagd 23 januari 2018. Senast ändrad 23 januari 2018.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
15.2 timmar totalt (13.1 timmar när recensionen skrevs)
This story, a very improper one at that, is the kind that sticks with ya. The emotional impact and subtle hints about the world before the events and during them fills you with a kind of bittersweetness that seems just enough to appease while reminding you that those times have passed; this is the world now.

The Gameplay is solid. As solid as a hammer hitting a nail. Enemies aren't just damage sponges or impossible to beat, and your arsenal can grow quite wide. Your stats are affected by the type of liquor you choose to drink prior to a chapter, which can offer a wide array of combinations. By mixing and matching weapons and alcohol while choosing to activate challenges to follow— either for upgrades or for points/achievements— the game has an incredible replayability value.

The music itself is so unique that you'd be wishing you had a gramaphone to hear it through. The best way I can describe it is Western instruments mixed with modern rhythms, and if there are lyrics you can bet they'll pull at your heart.


I can't recommend this game enough.
Upplagd 30 oktober 2017.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
2 personer tyckte att denna recension var hjälpsam
1,777.9 timmar totalt (209.2 timmar när recensionen skrevs)
Early Access-recension
[THIS REVIEW IS AS OF ALPHA 15 AND IS SUBJECT TO CHANGE]

I rarely write serious reviews, but I think this game is well deserving of a serious review rather than just "My colonists failed to put an eyepatch on someone and that person had their throat surgically cut open in the process. 10/10 would mutilate again".

...But that is a hilariously great selling point.

==SUMMARY==
Gameplay: 8/10: takes a bit of getting used to since most actions are done through orders for your colonists to follow and by setting their priorities

Replayability: 10/10: you can restart over and over and it'll never be the same

Graphics: 8/10: The animations and art is EXTREMELY simplified/minimalist, but it's not horrendous and it is charming while being easy on the eyes.

Developer Support: 9/10: They're hard working and really try to improve the game little by little before diving too far ahead.
=========
GAMEPLAY:
When I started, there were no instructions, and even now, some might not fully understand what some of the learning helper tips mean without consulting a guide/watcing a video. However, if you manage to understand what you can do and what is happening, it becomes extremely satisfying when you figure out a balance of how to macro and micromanage your colony of ragtag weirdos without too much interaction and get them through another unforgiving day of anything from nuclear fallout out of nowhere to a pack of manhunting turkeys trying to destroy everyone they see.

=========
REPLAYABILITY:
Rimworld is a HIGHLY customizable game where nearly every event is heavily influenced by luck and your level (or lack) of resourcefulness

When I say "customizable", not only do I mean that thanks to the Steam Workshop — though its countless mix optional patches to make the game harder or easier as well as the growing number of totally game changing mods that turn the Space Cowboy Colonist gameplay into anything from Zombie apocalypses to Medieval times with aliens DOES make a great addition— but no two encounters are the same even if you start with the same base scenario.

The scenario affects how you start out on your game— do you have only one colonist or three? Are they crashlanded survivors on this forgotten world or the descendants of generations of lost explorers? You can edit scenarios as you see fit, but the "story" is never the same. The "story", aside from what you can see happening, depends on your randomized (though you can choose to edit them/reroll) colonists/"pawns" with their given personalities and backgrounds (which HEAVILY influence their abilities) in whatever near hopeless setting you drop them in and how that setting may choose to utter decimate or nurture them according to random generation.
=========
GRAPHICS:
Due to its style, it's very easy to run this game and play for long hours. The best thing that I personally enjoy is how the minimalism leaves a LOT up to interpretation. Rather than showing you how your colonist's kidney was bitten out by a rabbit, it forces you to really imagine how that happened while they die from the infection. This adds a lot to the theme that this is about YOUR colony's story of survival — or their attempt to survive, at least.
=========
Developer Support:
Their updates aren't relatively frequent, but when they do update they address many issues and bugs while adding in new features without choking you down with anything too unfamiliar to swallow. They seem very responsive on the forums and discussion boards, from my experience, and I trust in their work.

=========
IN CONCLUSION: if you love management games, sim-like games with a huge bucket of sadism and emotional confusion dumped in, or just like random encounters that may not make any sense but somehow feel like they do: this is for you.

I chose to get it on sale, but I bought the $15 name-in-game upgrade to support the development team.

As you can see with my time played, I personally found it was worth it.
Upplagd 23 november 2016.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
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