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有 34 人觉得这篇评测有价值
总时数 28.6 小时 (评测时 20.4 小时)
抢先体验版本评测
Path of Achra is a turn-based 'broken-build-simulator' rogue-like with excellent replay value.

As of now you start with any combination of 21 cultures, 21 base classes and 21 religions, learn up to 7 out of 90 powers and aim to win with any of the 70 prestige classes which you will acquire based on your choice of powers (or equipment in a few cases).
The game gives you near perfect information of what to expect:
Before entering a new area you can see the type of monsters, their stats, damage types, resistances and skills and what items you will find. The only things you don't know in advance are the exact layout of the area and the number of enemies; tho the general difficulty can be estimated simply by the number of items you will find.

It's just great to theory-craft in this game - I'll usually work backwards from looking up the prestige classes and deciding on which I'm going for; depending on its requirements and benefits I'll think about which play style and powers I'll try, then look through the cultures, classes and religions to make my character.

You'll find a ton of equipment which can complement or completely change your playstyle, and while the game has no shop to sell off all the stuff you don't need, you can always [sacrifice] an item to boost the item you have already equipped and get some additional max hp.

Initially the game can feel overwhelming due to the sheer amount of information but a very good search function in the various screens helps a lot.

The game has a demo which is a full, older version of the game and any progress carries over to the current version.

It's a treat, very much worth the full price.
发布于 2024 年 4 月 7 日。
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1 人觉得这篇评测有价值
总时数 61.6 小时 (评测时 45.3 小时)
It's nice.
发布于 2023 年 12 月 12 日。
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有 22 人觉得这篇评测有价值
总时数 155.5 小时 (评测时 8.8 小时)
抢先体验版本评测
Pretty much In Celebration of Violence 2 (it helps a LOT if you have played ICoV before this one) without the meta progression (so far). Initial difficulty is pretty brutal until you figure out how to progress. You'd need to either enjoy figuring stuff out for yourself and failing a lot in the beginning, or hook up on Discord and ask away to get some primers.
Otherwise, wait for a more tutorialised version later on.
发布于 2022 年 9 月 14 日。
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有 28 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 0.0 小时
This one grew on me. While I share some of the sentiments about it being initially overwhelming and a lot of hassle at times, it brings some nice upgrades to your aircraft which make exploring better, an interesting new mission type and a new enemy which I loathed at the beginning but came to appreciate a lot.
This may be spoiler territory, so read on at your own discretion.

In my last 2 playthroughs I started to rely more and more on the -quite frankly overpowered- frenzied assault/berserker or assault/heavy melee builds where you can clear most (or even all) of the map in a single turn.
Snapshot could have taken the stance to nerf those builds by changing things to onslaught, rapid clearance, the vengeance torso or whatever, but instead they introduced the Myrmidon, which on its evolved forms explodes on kill for poison or (insane amounts of) acid damage.
I consider the acid version as a hard counter to melee builds, which makes things more interesting since you can't just kill absolutely everything in sight with melee anymore.

I prefer this a lot to just nerfing abilities, so there.
发布于 2021 年 9 月 28 日。
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有 33 人觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
总时数 763.6 小时 (评测时 128.7 小时)
Took me a while to finish my first campaign, but I can say it just clicked for me in a way XCOM2 never did.
My biggest gripe with XCOM2 is that everything runs on countdowns which eventually put me off so much that I've never finished a campaign on that one.
In PP however, countdowns are used sparingly and make more sense.

The free aiming system, which some people dismiss as 'gimmick', is quite fun to use and has its uses beyond the 'cover as large an area as possible on the bad guy'. E.g if an enemy has no means to hurt you anymore, he's basically taken off the board. So if someone has just a 2-handed weapon and you shoot off one of his arms (or destroy the weapon), he's no threat anymore.
It also gives more immersive feedback on your hitchance than a simple number; and since a lot of the weapons fire in bursts and each projectile is rolled seperately, it doesn't need to artificially roll a 'glance' or similar for you, you just hit with 3 out of 6 bullets on a bad shot and that's it.

The 7 classes can be combined into 21 different 'cross-classes' (since Sniper/Heavy is the same as Heavy/Sniper) and while some combinations are more obvious than others, each ability has at the very least their niche where it comes handy. Each person also has up to 3 random perks which can make a difference in what class-combination and what combat role they'd be best suited for.
Mutations and augments add additional variety and further abilities - I was quite surprised how much room for theorycrafting and experimentation is in this game.

However, the UI is adequate at best:
- there are no standard gear layouts or 'unequip all' buttons
- the manufacture and equip screens lack sorting options (the default order of items is just a mess) ...
- ... and are using not enough space on the screen which leads to way too much scrolling, especially if you don't know exactly what you're looking for while you haven't memorized the names or looks of items (and even if you know the names, there's no search function).

All in all, 'twas fun and well worth the time.
发布于 2021 年 2 月 2 日。
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有 3 人觉得这篇评测有价值
总时数 338.2 小时 (评测时 40.1 小时)
抢先体验版本评测
This is just a joy to play.
Rogue-like platformer where the shooting is done automatically and the challenge lies in controlling your movement (which may take a little time to get used to). Quite a bunch of upgrades to find that can define your run; some challenges, a couple of characters to unlock etc.
Totally worth it.
发布于 2020 年 4 月 17 日。
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有 55 人觉得这篇评测有价值
有 55 人觉得这篇评测很欢乐
总时数 0.7 小时
Refund requested.
The game insists of inserting bright white screen flashes every couple of seconds into conversations to emphasize that -something- happened.
Those flashes cannot be turned off and gave me a splitting headache within less than 1hr just playing the tutorial trial.
发布于 2019 年 8 月 24 日。
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有 14 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 85.5 小时 (评测时 28.4 小时)
抢先体验版本评测
This is not about Legends of Aria, it exists but I haven't played on any of their servers.

This is instead a recommendation for Legends of Ultima (LoU), a privately run shard that aims to recreate the old UO experience roughly around The Second Age and Renaissance with plans to take it further into their vision of Ultima Online 2.

As far as I can see, pretty much all of the skills and spells work just like in the old days of UO and they're in the process of recreating the original UO/T2A map with an estimated arrival in 2-3 months from date of writing, so oct/nov '19.

It's not perfect, the game is not very well optimized and I had to force v-sync with Nvidia Control Panel to get rid of the tearing, but the nostalgia is real.
Open, sandboxy MMORPG where it's about the people instead of quests.

LoU has PKs, factions and guildwarfare, so if you're into that, you can pretty much do what you want - no Trammel, no extended safe zones covering 80% of the map.

It would certainly be an aquired taste for newcomers, but if you loved the early gameplay of UO, it's totally worth to check out.
Oh, and their Discord is very helpful, lots of good people around.
发布于 2019 年 8 月 10 日。
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1 人觉得这篇评测有价值
总时数 2.6 小时
Brilliant
发布于 2018 年 11 月 21 日。
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有 10 人觉得这篇评测有价值
总时数 13.5 小时 (评测时 13.0 小时)
Wow, this is ramping up fast...
It's a low-level programming game comparable to Zachtronic's games, where you have a very limited instruction set (of placeable items, no text input) to solve increasingly complex problems.
The first 13 levels (of 34 total) serve as tutorial, then come 5 easy ones like building a transistor, and then it starts to get tricky and further to completely mind baffling.
While there is limited space on the board (8x8 tiles), you can use integrated circuits with 7x7 tiles to enlarge your working space - even nesting is allowed (circuits inside circuits) and I haven't come across any limit for them yet. Looking at the histograms for solutions found, some of the graphs of the last levels extend to the use of several thousand elements, so there might not be a limit at all).

The only negative I can think of is the absence of randomized tests for your solutions. Every puzzle has its own set of never-changing inputs/requested outputs, so to get a spot in the top section of the histograms you pretty much have to design a solution specific to the inputs instead of developing a robust, 'come what may, I can handle it'-solution.
Speaking of histograms, the game uses the same approach as Zachtronics to compare you (with exact numbers) with people on your friends list - which is just great if you finally get a score better than that one guy who beats you on almost every level in all of the Zach games :)

I doubt I'll ever finish it, I've about 10 levels remaining, and the descriptions alone make my head spin.
The final ones are very, very advanced. But I had a lot of fun so far (about 10 hrs in) and think this game is totally worth the 10€ I paid for it. Thumbs up.
发布于 2018 年 6 月 30 日。
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正在显示第 1 - 10 项,共 16 项条目