16
ผลิตภัณฑ์
ที่คุณวิจารณ์แล้ว
1904
ผลิตภัณฑ์
ในบัญชี

บทวิจารณ์ล่าสุดโดย Sheesh

< 1  >
กำลังแสดง 11-16 จาก 16 รายการ
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
2.9 ชม. ในบันทึก
Enjoyable, fully deterministic minimalist puzzler in the vein of Matthew Brown's -cells games.
โพสต์ 10 พฤษภาคม 2018
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
41 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
202.7 ชม. ในบันทึก (107.2 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Wonderful game, worth every single one of the 799 pennies it cost me.

It's a modern Rogue-like with a quite slow-paced, deliberate combat system that takes a bit to get into.
Basically, swings of your melee weapons have some windup-time and cannot be cancelled and require a little insight into the movement patterns of enemies to connect. Early encounters with ranged foes that love to move just outside your weapons swing (or stab, lunge etc.) may make you exclaim 'NOT fair!' but after it clicks for you become an easily dispatched source of XP.

There's a large variety of melee and ranged weapons, spells, passive pickups and potions - it will take quite a while to figure each of them out, as the game is quite secretive about what does what.
A neat mechanic is that whenever passive pickups cause some effect, a small icon (same as the one in your inventory) appears above your head to tell you that it has just done... something. 6hrs in, I start to make meaningful decissions about what upgrade to take, but I'm far away to go for a specific build.

XP is your universal currency and pays for everything: shrines that heal, armour up or increase your stats cost XP. Casting spells cost XP. Unlocking new spell tomes or passive items cost XP as well.
After a boss fight you get the option to 'bank' your available XP which will then be used to upgrade your next runs by leveling up, which increases your base stats for all future characters, or you take some of it into the game to e.g. purchase a better starter weapon, some armour or buff yourself a bit.

Graphics and sound are nothing to phone home about yet, and some of the usual early-access caveats apply for this one as well as of v0.6.0:
- rarely level generation faults that lead to levels you cant leave (never for me in 6hrs 20hrs so far, it's definaltely not the norm for this game)
- sometimes (for me: once in a boss fight) you get knocked into a wall and are stuck
- but not a single crash so far, which is nice

If you value game mechanics higher than graphics and sound and favour deliberate combat over hack&slash, this might be for you, I strongly recommend it.

Update: after 20hrs 100hrs with the game, it's still great.
It's worth mentioning, that the game changes quite a bit (in a good and challenging way) the longer you play it by putting you against more advanced and threatening enemies.
โพสต์ 2 กันยายน 2016 แก้ไขล่าสุด 22 พฤศจิกายน 2017
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
8 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
22.7 ชม. ในบันทึก (10.8 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Just released in early access, not content complete, it's already a fast, frantic and fun game to play.
Chose 2 characters out of 4 (you pick one melee, one ranged, so 4 combinations) and dive into a deep, procedurally generated dungeon full of loot, enemies and permanent unlocks.

Controls (joypad, XB 360 compatible for me): left stick move, right stick aimed attack, X auto-aimed attack towards the nearest enemy, Y swap chars. The auto-aimed attack works pretty well, only if you deliberately want to, say, target the (mini) boss while ignoring his adds you need to use the stick.
Pickups consist of health/xp items, money (3 currencies for shopping, level skip and to pay healers), special weapons, defensive items, scrolls with various effects (which have to be unlocked to spawn), bombs or quest items.
Graphics are nice pixel-art with some good-looking particle effects and very good lighting thrown in, the tile sets for the background vary enough so no 'been there, done that' feeling sets in.

Difficulty curve could need some adjustment, it starts out very easy and you don't really have to watch your health, and then, somewhat suddenly you encounter enemies that can kill you in a few seconds, leaving me with a 'Wait, WHAT?' feeling - which wouldn't be too bad, if it weren't for the slog to get through the early levels again with the next play-through. That said, you can find shortcuts that skip 3 or 4 levels fairly frequently, but that means you lose out on the experience to level your characters. It might be that the permanent unlocks will eleviate that problem down the line, so you might be able to skip the first levels without being too weak later on, but that's too early to assess right now (~4 hrs in).

Another thing you have to get used to is the frequency damage is dealt to you. Trap tiles, contact damage or e.g. the flame breath of the minotaur feel like they tick every other (or maybe every 3) frame(s). I don't know the exact numbers, but standing on something that damages you can take a third of your health in a second or so - some slight adjustment on the i-frames might help.
On the technical side, it's quite solid, sometimes the music changes too often (playing a different track just a couple seconds after the last one started), the dice (found in the shop) can crash the game (game saves at the start of each level, so you wont lose 10 lvls worth of progress), and there are some rare level generation bugs.
Coming from Orangepixel's last game, Space Grunts, which I also bought right at it's EA release, I'm very confident these issues will be fixed during EA.
โพสต์ 14 พฤษภาคม 2016 แก้ไขล่าสุด 14 พฤษภาคม 2016
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
25 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
2 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
6.3 ชม. ในบันทึก (4.4 ชม. ณ เวลาที่เขียนบทวิจารณ์)
This is a quite clever and enjoyable game that I see as a slow-paced puzzle rogue-like (turn-based, procedural levels, random loot, permadeath).
The premise: you walk from left to right, killing things, avoiding traps and looting other things until you go down the stairs at the far right and the difficulty ramps up.
Everything happens in turns, order is determined by a speed stat that mainly depends on your equipped gear, and traps give a tell before they go off.

The puzzle aspects start to come in to play when you find loot and try to figure out 'what does it do actually?'
All aspects of your gear are visualized as pictograms and while you get all information about its effects, you have to figure out what these pictograms mean in the first place (which isn't that hard if you experiment a bit when you find something new to you).

Examples: a new dress may restrict your movement to the 4 cardinal directions instead of the usual 8, but boost your speed and defence and further increase your speed when you stand in sand tiles instead of reducing it. Headgear may reduce or nullify a certain damage type / effect while making you more vulnerable to another type. With the new weapon you may be unable to attack now and then due to cooldowns, but it extends your reach and hit chance while dealing a damage type this particular enemy is weak against... and so on.

While often things feel at first like flat upgrades to your ability to deal damage or get faster, you will come into situations where you'll have to skip some turns to swap items (each equipment change takes one turn, and spells and such start with cooldowns when freshly equipped) - and that along to changing your own movement or attack patterns give it a surprising amount of depth.
Enemies come with abilities as well and may push you around (beware of holes in the floor after the first few levels), freeze or poison you and generally keep you on your toes since new enemies are introduced every level so far (made it past lvl 5 of 9).

Just to extend on what kinds of things you have to keep in your mind:
- your general stats: life, speed, defence, attack strength and hitchance
- attack pattern of your normal and special attacks, damage type, additional effects when attacking, attack cooldowns
- spell effects, patterns, cooldowns
- your and your enemies resistances and vulnerabilities
- traps, their types and patterns, and with your current speed, will you make it past them in time - or can you even use them against your foes
- your own movement pattern (may need to change your suit to get out of a dead end)
- and also how you deal with +/- health ... uhm... flying things(?); your shield may reverse their effects for example

As for the graphics: Just look at the screenshots and form your own opinion. Npc/trap turns take a few seconds so it's a bit slow going but the important part is that you can always tell what is going on - it could lose its readability if sped up further.
Equipped gear is always represented on your character sprite which is nice, but there are no animations bar some 'swoosh' lines when attacks are dealt.

Also, a codex of some sort would be nice where you could unlock a view (with the same pictograms) of what you are up against, so far it's all about observing and memorizing and quite some guesswork - which isn't bad per se, but e.g. after I've killed the same bugger 20 times it would be nice to take a closer look into his actual stats.

Can't comment on technical stuff, I've experienced no problems like crashes at all. *edit: about half an hour minutes after writing this it crashed for the first time. Well... *edit2: and an update that specifically targets that crash came within one hour. On a sunday.
It's good.
โพสต์ 7 กุมภาพันธ์ 2016 แก้ไขล่าสุด 7 กุมภาพันธ์ 2016
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
52 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
40.6 ชม. ในบันทึก (12.8 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Bought it pre-release from the developers website.

I just like rogue-likes (or -lites, or likelikes or whatever floats your boat), and this one is plain fun to play.

Visually it reminds me of Nuclear Throne, only with turn-based movement and combat.
You can move and shoot in the 4 cardinal directions, aiming costs nothing but as soon as you take a step everything else does as well. Deliberately without a skip turn function, it changes smoothly between just going for it and taking another second to ponder about what to do next.
Ammunition for your 3 weapons has to be found (only very late into the game I actually ran out of ammo for 1 of my guns for a while), and encourages you to swap between them to get the most out of it.

The late game can get quite tense, but you can take your time to think about your next move.

- 3 weapons which upgrade over the course of the game (short range gun, AoE grenade launcher, long range and piercing plasma rifle)
- 3 characters with different starting stats
- procedural level generation with secret rooms and randomly spawned entrances to special levels
- good amount of loot, most pickups have limited durations (like x turns of invisibility - these have to be consumed in your 10-slot inventory, so you can decide when to use them)
- 1 life per run, no carry-over progression besides some sort of enemy codex (using found data cards on terminals)
- nice, consistent pixel art
- sound works... could be a bit meatier but doesn't get in the way
- controls work fine, keyboard only, mouse only or controller just do their things, use whatever you prefer.
- NO crashes

For me it hits the sweet spot in between hectic shooters like nuclear throne or dungeon souls and micro-management heavy turn based games that drag on forever. A successful run takes me about 90 minutes which feels just right.

From what I can see, the (core of the) game is finished and a lot of fun to play, the developer is relaxed and responsive; no reason to believe that this one will be one of those broken early access turds that gets abandoned once it's cashed in.
Thumbs up.
โพสต์ 15 กันยายน 2015
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
19 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
6.5 ชม. ในบันทึก
I wish there was a 'neutral' option...

TL;DR: I got my moneys worth out of it, but if you're looking for a challenge, you better give it a pass.

I like all sorts of Rogue-likes and while I am usually not exceptionally good at them, I beat this one with my very first character in about 6hrs (6.5h according to steam, with some small breaks in between).

I like the mechanic of cards (everything is a card, spells, abilities, equipment) wearing out after using them for a while, but once I got my head around the basic strategy of
1) Search for the boss, kill him and everything in between with the cards I feel comfortable with, WITHOUT looting anything at all
2) Search for the Chalice which may or may not completely repair your cards
3a) If your cards are repaired, loot for upgrades only
3b) If not, replace your cards with new ones
4) Leave the level

it felt a bit grindy towards the end. The enemies don't get much stronger and only slightly "bullet spongy".

Improvements could be made regarding to controls and UI but for the most part it works. Only the scrolling is complete bullocks right now: scrolling with the mouse stops when your invisible cursor hits the edge of the screen (I guess), and scrolling with keyboard (WASD) means if you release them it will instantly snap back to your character - which posed some serious problems when trying to look at monster hitpoints.

Card variety feels also a bit limited due to overlapping and certain subsets I never felt inclined to use, like push/pull, trap removal, walls, shields, control, summon - even heals I never used again after the card I started with wore out. In my playthrough it came down to this finger of god thingy (a ranged massive single target damage spell), an AOE like heat wave and a fire/lava tile spell of some description. With repairs I could sustain my favourite combo pretty much over the 2nd half of the game, rarely having to trade any of them in for something else.
At the end of a run you can unlock some trait cards to change the starting conditions of your game or give yourself a serious disadvantage, but even so, I don't feel the urge to play it again.

It's OK but not more (yet).
โพสต์ 3 มิถุนายน 2015
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
< 1  >
กำลังแสดง 11-16 จาก 16 รายการ