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Käyttäjän roboticred viimeaikaiset arvostelut

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Näytetään 11–20 / 52
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 19.9 tuntia (19.5 tuntia arvostelun laatimishetkellä)
I have a big mix of emotions when it comes to Freedom Planet.

- The style is very much reminiscent of the original sonic the hedgehog games but taking the general gameplay loop towards a combat instead of a pure platformer. Giving each character not only additional jump abilities (not necessarily like double jumps), a simple attack but also giving them signature special abilities and additional attacks unique attacks (Lilac's Rising Slash and Carol's Wild Claw).
- Enemies instead of being damaged by jumping on them must be damaged by your character's attacks and most enemies can only damage you by using their attacks on you as well, not to say enemies still can't damage you just by touching you though, instead of just losing your crystals when you take damage instead you have health that can only be replenished through collecting red leaves.
- Each environment is unique and full of life calling to familiar themes, all with their own obstacles and quirks along with a beautiful design to each level to boot.
- Certain character/enemy designs are wonderfully animated, they don't just use simple pixel art animation but rather animate with each part in mind and not enough games ever trying animating this way, like for example Robo-panther that Serpantine uses at the end of Fortune Night is really well done. Music & Sound design is really good and very fitting, my favourite track is when you're fighting a mini-boss.
- Voice Acting is strange for a game like Freedom Planet but a welcome addition, though each character's voice lines aren't consistent, Torque has WAY too much bass compared to say Lilac or Carol but that's a small nitpick.

Some complaints I have about Freedom Planet:
- I wish there was a better run down of the character's abilities
- Wish I could see more which I'm move fast or jumping
- Stuff including some enemy attacks (excluding bosses) don't happen off-screen
--- SPOILERS AFTER THIS POINT ---
- I wish it was explained who Spade is and what happened to Prince Dail after Brevon was defeated.
- Brevon Armed Soldiers (The guys that get back up after they've been knocked down again.) are really annoying and unfair to fight when more than one gets involved.
- Some Bosses take the fun out of the game for me, especially Brevon Phase 2 because he doesn't have a pattern and can use abilities that make it impossible to hit his head.
Julkaistu 27. syyskuuta 2024 Viimeksi muokattu 27. syyskuuta 2024.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 773.0 tuntia (21.2 tuntia arvostelun laatimishetkellä)
Nothing says "Patriotism" more than a 500kg Eagle bomb to the cerebral cortex.
Julkaistu 25. helmikuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 56.7 tuntia (16.3 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
I gave a Super 90 33% critical hit chance and went ♥♥♥♥♥♥♥ insane.

It's a lot of stuff brought from S1 but in a 3D format, still missing some things but it's early access and are still making updates and even test branches as of this time.

All the classes feel equally as powerful except for the Breacher who suffers from not being able to heal reliably. Sometimes the character you play will hold guns much further forward than they're supposed to, most noticeable during cutscenes.

Also Viciator Ultra Shotgun when?
Julkaistu 3. helmikuuta 2024 Viimeksi muokattu 7. helmikuuta 2024.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 29.6 tuntia (5.9 tuntia arvostelun laatimishetkellä)
Honestly It's everything I hoped Enter the Gungeon was but wasn't. The gun's sound and feel kickass. The soundtrack (the dev himself made btw) is incredible and the combat is challenging but not unfair. Every death feels like my own fault either by a poor tactical decision or choice of drinks.

I know no-one will believe me but I knew about Otxo even before Raycevick's video but I swear it's true.
Julkaistu 23. marraskuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 51.8 tuntia (24.7 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
It's okay I guess
Julkaistu 22. lokakuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 28.7 tuntia
EDIT: As of September 11th 2024 I have finally gone through and gotten all of the exits, challenges, "Beat the dev"s and secret level exits and have had quite a blast. Just want to mention that I felt very mislead by the 8-8 secret exit due to the fact that the clouds you wouldn't normally see made me think I need to fly somewhere but instead had to use a power up that didn't seem relevant outside of the one section you normally would use it in as there was no evidence that pointed towards needing to use it but that's the only real complaint I have. Regardless, Fantastic work all around.

Jelly Car was part of my childhood so of course I had to pick this up. I'm only 20 minutes in as of writing this and I know that even at full price this is a keeper.

But I must confess that I feel like buying it on the sale felt wrong and because of the history I have with jelly car and jail breaking my IPod at the time so I could play all the classic jelly car games that I feel horrible because I didn't pay more.

Walaber, please forgive me for my sins. :<
Julkaistu 5. lokakuuta 2023 Viimeksi muokattu 10. tammikuuta.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 16.6 tuntia (8.9 tuntia arvostelun laatimishetkellä)
A very fine and lovely mix between Hotline Miami and Metal Gear Solid, along with a dash of advanced stealth mechanics on top of it. Intravenous can be whatever you make it to be, either a teeth-gritting stealth game where you have to pay attention to light and floor materials to make sure you are the most undetectable or a highly intense tactical action game that requires your quick wits and reflexes to make sure you come out of top. If your feeling merciful however. Go through and practice your mercy and patience and kill no-one or let loose your blood lust and emerge from the gun shots and blood stains.

The story goes, you play as Steve, just a regular guy having some fun with your brother (who I TOTALLY remember the name of...) when you are both mugged and your brother is fatally injured and then succumbs to his injuries after being rushed to hospital. Filled with nothing but rage and vengeance on your mind, decide to go after those who killed your brother after the police failed to catch those responsible during their investigation. After returning to the scene only to find nothing but other thugs, you get a called from an anonymous vigilante who calls himself "Accomplice" who offers his help to hunt down those who have wronged both of you. You accept his help and Accomplice provides a safe house, training and a locker of weapons and gadgets to your choosing.

For my first run, I went through the entire game without unnecessarily killing anyone and had an enjoyable time but I do have some issues. First issue being the Level "Abandoned Complex" was so frustrating it almost made me want to break my pacifist run just to see the ending. I did get through the level without killing anyone but it didn't seem like a satisfying victory because I mostly hid in one building, lured the enemies towards where I am, knocked them out and hid their bodies in the same room and then went after the rest. The second issue, doors, the doors are nice but I found interacting with them was some times unresponsive as I would try to kick down a door and it wouldn't let me, even if I was far away enough and even made me accidentally open them in front of an enemy which I would then close to try again but allowed the enemy to kill me by kicking the door into me instead.

Other than those issues I still had fun and look forward to Intravenous 2, but for now I'm going to go into New Game+ and go on a rampage. :)
Julkaistu 18. heinäkuuta 2023 Viimeksi muokattu 18. heinäkuuta 2023.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 7.7 tuntia
If I tried to describe all that happens, I'd take away what makes this game so special.

It's another one of those classic fps arena shooter like games, ya know, Quake and the such.
Julkaistu 23. toukokuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 273.8 tuntia (251.4 tuntia arvostelun laatimishetkellä)
I'm a dwarf with a bucket full a gold and a minigun loading with two hundred thousand rounds of depleted uranium.
Julkaistu 25. marraskuuta 2022
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 18.5 tuntia
I really enjoyed a lot of this game, especially after finishing the game a couple times: the punchy and impactful weapons, the map designs, the style, the gratuitous violence, the lot are all great... BUT the length of the main campaign felt much shorter than it wanted to be.

The weapons are your typical staples in any kind of boomer shooter but Prodeus give each weapon an alt fire to give them more diversity, some of which are unique to this game inparticular, like the first shotgun firing a concentrated incendiary shot or the shredders which are dual SMGs but work like they're one gun (it's weird to explain). All the guns feel very nice to use and ammo is pretty abundant to the point of almost being overwhelming even on highest difficulty. I think an improvement especially for the higher difficulties is to reduce the amount of ammo that is given to the player from weapon drops as they give the most ammo, for example: the minigun gives 100 bullets and by default you can carry 200 max. Difficulty affects ammo from ammo drops, why not ammo from weapon drops?

The map designs is a fine mix of old 90's to 2000's FPS games like Unreal and Quake, there's a lot of structural detail but it's not too detailed to make it easy to lose your direction in a level (and if you do, automap is your friend), lotta secrets hidden in pretty sneaky places and not-so sneaky places but requiring a little creative thinking to get them. But the part that sells it to me is the special effects and literal moving parts of the levels, like a door opening/shutting and effects that emit while the moving parts are moving, I could watch them animations all day if I could.

The art style of everything being pixelated with a slight dash of modern day visual features is such a perfect mix, pixel textures with normal maps and how the shadows cast in the textures works SO well. Particle effects too are also pixelated as well as the view models and enemies (which can be turned off). The art style is something you don't see everyday in a good way.

There's a lot of blood that gushes out of the enemies, like an impossible amount of blood. So much blood that it can even pollute the screen making it difficult to see what's going on and if an enemy is killed or not. I never had this issue as I had enough ammo to just shoot things until they either exploded or played their death animation but I can see how some people would find this a problem.

While I do enjoy the game for what it is, I have some complaints.

One being the game ends way sooner than I thought. Don't get me wrong the game is still fun and the length shouldn't really tell the face value of a game especially if it encourages replayability but damn the last few parts of the game sorta felt rushed with how the last few areas in the world map were all just one way roads. No branching paths with less levels appearing in later dimensions not to mention the Runes, which is sorta how the story started, got thrown out pretty quickly at the same time wasting potential. What made the short length hurt worse is I only just picked the the Auto Shotgun, 2 levels before the last level, not to mention I hadn't even gotten close to getting enough ore for the Mammonth or the Swarmer.

Second being I thought weapons in the shop would appear in levels on their own, so when I was playing and found ammo for a gun I didn't have I thought it would eventually give it to me but didn't so I sorta trapped myself into not using the shop as I thought it would be useless as I would find the weapons in a level later on, which is why I didn't get the auto shotgun until WAY too late in the game.

Some guns felt under powered and/or inconsistent (At least on the hardest difficulty). The Mammonth while powerful felt like it needed to deal more damage to make it feel worth to use. The inconsistency issues effect all guns, some more than others. Again with the Mammonth would only kill a Prodeus Imp about 75% of the time, not a huge problem with say the automatic guns but still feels like there's some kind of RNG going on with the damage values.

some other small ones include: over stocking of ammo and all "mini boss" enemies having homing attacks but they feel more like personal problems. I do hope that more official content will come in the future to fill in the cliff hanger the last level.
Julkaistu 22. lokakuuta 2022 Viimeksi muokattu 23. lokakuuta 2022.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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Näytetään 11–20 / 52