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TheGhostThatWas legutóbbi értékelései

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3 személy találta hasznosnak ezt az értékelést
2 személy találta viccesnek ezt az értékelést
0.0 óra a nyilvántartásban
where are all the graces lmao

feels like a walking simulator trying to get back my runes 💀

seriously, there are huge stretches where there aren't any graces, so the best decision is to rush through for 10 minutes until you locate one, even if you die multiple times trying, it still saves time over playing normally and engaging with enemies and the world

everything in the dlc sort of "bypasses" your armor and hp because the dlc has its own progression. this results in everything now dealing 60-100% of your health per hit, with the low 60% achievable with extremely strict armor and buff choices applied.

for some reason, spirit ashes (at the same dlc level as the player) take a significantly reduced amount of damage compared to the player, to the point that it is almost necessary to rely entirely on a mimic tear to fight while you simply try to survive. the mimic can take a hit that one shots me and only loses maybe 20-25% health.

pretty new map though, good voice acting and new weapons

to quote a good explanation:
"But this difficulty spike has a massive drawback that i dont see people commenting on. Replayability is really bad when you cant alternate your builds because all of them require so high defensive stats, and you cant use longwinded spells because of the enemy agression, so a bunch of spells are totally unviable. I dont think i can beat the DLC unless im actively changing my entire build based on the boss im fighting."

overall, the core gameplay had much less thought put into it than base game, instead relying on massive damage number increases instead of actual difficult combat encounters. many new bosses are much faster and less prone to giving players periods to plan an attack, instead rushing you as soon as you enter their arena, often resulting in an instant kill if you don't begin dodging immediately when you enter. the new weapons are over powered in the base game, as they are designed for much faster combat than base elden ring. most items from the base game range from underpowered to too slow to even be viable in the DLC.
the only good that came out of this dlc is a continuation to the story that people wanted, really nice visuals, and an actually very impressive new map. but trying to get lucky enough to survive it is what will pad out the majority of your playtime.
Közzétéve: 2024. június 23. Legutóbb szerkesztve: 2024. július 4.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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2.3 óra a nyilvántartásban (0.1 óra az értékeléskor)
Time limited cosmetics means there's no way for me to get the items I actually want in current year. they'll never be rereleased. I will never play as Sans in Among Us.
Közzétéve: 2024. június 22. Legutóbb szerkesztve: 2024. június 30.
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2.0 óra a nyilvántartásban
Steam says I only played for 2 hours, but I played for much longer in offline mode and my time isn't reflecting that.

The game is very fun and provides a good amount of story and gameplay to last maybe 10 hours.
The fishing and boating are relaxing during the day to becoming tense at night. There are a lot of clever things that happen as your character loses sanity which I enjoyed.

I think upgrades felt a little tedious to maximize, just so the boat can catch any kind of fish at once.

The storg was well done, it's accurate to describe it as cosmic horror. Not everything is explained by the end, and the multiple endings do leave things unresolved. However I think that goes with the genre, it was a bit disappointing.

Also I found some of the "twists" predictable, but that might not be the same for everyone, and I don't think it detracts. They still nailed the execution of them and I was thrilled when my suspicions were confirmed.

All this to say the game is very narrative driven, but the game is solid on its own.
Közzétéve: 2024. április 17. Legutóbb szerkesztve: 2024. december 2.
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52.2 óra a nyilvántartásban (32.9 óra az értékeléskor)
Korai hozzáférési értékelés
Good with friends
Közzétéve: 2024. április 16.
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26.2 óra a nyilvántartásban
Pretty good but left me feeling disappointed. It feels like 80-90% of being a masterpiece of a game, but I think you should wait until it's updated to being finished before buying it.
(no spoilers)

The game is solid. I like the art. The music is okay but sometimes feels a little repetitive. The game is fun, with minimal bugs (in my experience) and a solid gameplay loop. The lore is very interesting, but can be hard to follow in journal entries.

It has a solid base for everything I wanted out of this game. But after completing the game, it didn't feel satisfying. By the end, I was having much less fun than I did at the start.

As I played, I felt more and more limited as I understood the mechanics better. Your loadout has finite amount of combinations, and although you can carry many guns, they largely share the same functions. (some of this has been addressed, which I'll talk about in a minute.)

The guns aren't nearly as creative as one might imagine when you hear "magical spell guns." They can be modified by selecting different bullets and modifiers, but many that you might instantly consider (ie reload faster) don't exist. (There is a single clothing upgrade that can fill that function, however.)

The modifiers and bullets that do exist have limited synergy, and can conflict with each other. Most don't stack, so if you equip more than one similar spell, one will overwrite all the others. (it wont even prioritize the strongest one.) Out of the 7 or 8 spell types, maybe half of them actually interact with each other in interesting ways. For how limited your choices are, there's still a lot of missed potential in what we have. Most of the elements amount to either damage over time, stun-locking, slowing, or area of effect. Nothing really feels magical, and the small selection we have isn't fleshed out completely to all work well together.

My biggest complaint is that many of these aren't fully explained anywhere in the game. Many limitations have to be discovered by you, after you've already spent the resources to add them to your gun, and you aren't refuned the materials you used to find it out. Trying to make a gun with multiple area of effect upgrades or multiple trail effects will quickly disappoint you. And the cost does add up if you invested immediately with the assumption things stacked. It would be better if the game just prevented you from equipping conflicting spells, but it would be more fun if they actually either stacked or worked together in a balanced way. (ie lighting strike bullet with 4x area of effect now has 16x the cooldown. Multiple trails only conflict if they're opposing elements, ie fire and ice, or they combine to make a hidden dry ice effect, encouraging experimenting instead of punishing it with wasted time and resources.)

One positive (and negative) is that the recent update added dozens of guns and a few minibosses to the game. Some of these are more interesting and unique, but they're hidden behind completing a mission to get a random one as a reward. The mission is just to find a specific strong enemy and kill them. While a nice minigame, the random nature means you have to farm these to potentially find the new guns, or even just a specific one. I completed a decent amount but probably only got 10 different guns, out of apparently over 50.
Minibosses were added too, but I never saw them. I dont know what conditions I need to meet to fight them, but nothing was obvious about how to find them ingame.
But this concerns me that the game might've launched too early, and they need to update it a few times to be what the devs actually envisioned.

There's a few things which make appearances in the game which aren't implemented yet. On the store page of the game, one of the GIFs features an enemy which isnt in the final game, and I believe that there are enemies in the in-game list which also aren't added yet. I haven't seen them after searching and playing for 25 hours, but it's possible they're somehow hidden like the minibosses.

My other case for this theory is the ending. The final boss fight is underwhealming, being just a slightly stronger version of a boss you fight numerous times throughout the game. The boss just has a lot of health now, and stronger attacks. There was never really a moment where I felt like I was in danger while fighting it, in comparison to some of the other bosses.

After beating it, you are unironically awarded with a black screen with some text that almost exactly says "You did it! Congratulations!" The credits roll in near silence for 10 seconds before the music began (I think it wasthe main menu mudic, which is pretty solemn). There is no big finale, no flashy cutscene like the start of the game, and no (immediately obvious) post game besides grinding bounty missions. It felt like whiplash how quickly it was just done.

The game is good on sale right now, but I'd preferred to have paid more and gotten the game in it's final form in a little while. Hopefully they don't need to make it paid DLC or the definitive edition.

6/19/24 update: shocked and disappointed the studio behind the game is closing its doors. The game is on the verge of being excellent, and had a lot going for it. Although I was critical in my review, I can tell that the game had a lot of love and care put into it, and I still enjoyed my time with it despite my criticisms. Very disappointing ending to a promising upcoming game and studio, but I guess we truly are living in the worst timeline.
Közzétéve: 2024. április 13. Legutóbb szerkesztve: 2024. június 19.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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1.2 óra a nyilvántartásban (1.0 óra az értékeléskor)
Outside of the April Fool's day deal, this game feels like a knock off that lacks any substance, which is surprising coming from a talented team of devs. The TABS game style should lend itself perfectly to the horror/comedy genre that's popped up recently, but this falls so short.

In the dozen rounds my friends and I played, we saw basically nothing. Your mission is to delve into the depths in your shuttle and explore a weird complex maze to find entities and horrors to record videos of. The maze layout seemed consistent when we played, but each new run moved a few props and hazards around.

Players are limited by an oxygen meter (which kills you instantly if it runs out), the amount of film in your camera (you can't re-record; you only have one video per trip), and the batteries of any flashlights you own, although they aren't completely necessary for your trip.

The issue seems to be that by the time you even enter the maze, your oxygen will be rapidly depleting. I believe that sprinting reduces oxygen faster, but the default walking speed is painfully slow, and there is nothing interesting to see or interact with unless you do a lot of walking to find it.
So while our oxygen rapidly drained, we desperately tried to find literally anything of interest in the maze. The entities are randomly placed or generated each time, but it seems like near the start of the maze you're more likely to encounter less dangerous or scary ones. In all of our runs, we always found a snail creature in the early rooms, but it isnt that dangerous, and beside being an obstacle we wanted to go past it to find more interesting things.

Unfortunately, we often would search methodically trying to find something to record/interact with, and often find absolutely nothing. If we were lucky enough to actually have the game spawn something interesting, we're already nearly out of oxygen and/or film so we just had to leave anyway. It takes so long to locate anything, that by the time you do you're already leaving.

There are items you can buy as you progress to improve your production, but there is no way to upgrade your oxygen capacity. Most of the upgrades are emotes and sounds, several props, lighting and microphones, but nothing that addressed the only problem we encountered.

Many of the clips I have seen of this game, I assume took creators many attempts to actually record as they tried to get a good run going. There is a lot of visual charm to the creatures, and the environment looks cool, but this is a game you're ironically better off watching other people make clips of, because most of the game is just waiting and wasting time.
Közzétéve: 2024. április 6. Legutóbb szerkesztve: 2024. április 6.
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54.1 óra a nyilvántartásban (43.6 óra az értékeléskor)
Korai hozzáférési értékelés
While I recommend this game, the game is early access and it really shows. A lack of optimization, accessibility settings, bugs and crashes really hold the game back.

The crashes right now are pretty constant right now while playing on my Steam Deck. Even running on the lowest settings, the game hard crashes the entire console, requiring a restart around every 30 minutes. PC seems to be slightly more stable, with less crashes overall, but still there. I also think the game has a memory leak as my ram slowly increases over time the longer I play before a crash.
Many of the crashes seem to happen when the game autosaves, especially when entering or exiting a dungeon.

For the game, it's definitely somewhat mid in terms of gameplay. The combat can feel somewhat unfair, as the dodging ability doesn't seem to grant I-frames? Pals deal a lot of damage, and wild Pals often chase after you instead of your own Pals, which can be sometimes frustrating when certain attacks seem unavoidable.

The design/art of the game is incredibly inconsistent and sometimes just bad. The Pals are wonderfully designed and animated. I believe they're the strongest in terms of design, and it looks like a lot of care went into them. The Humans are quite ugly in comparison, with a limited character creator which looks unlike anything that exists in the same world as the Pals. I think some better faces would make the character passable, as they are more realistic or oddly defined in comparison to the more cartoony or anime style of the Pals. The world is also a bit inconsistent in the same way, contrasting harshly with the design of the Pals to the point that they look strange. Dungeons especially use assets which look like they're emulating the stone halls and caves in Elden Ring or a similar artstyle, and it just doesn't fit in with the rest of this game at all. (It doesn't look bad, but it belongs in a different game, if that makes sense.)

The AI of Pals and Humans are very unreliable, although Human NPCs are much worse in my experience. You'll often find Humans walking into walls and static objects in combat, or simply stand still while you wittle their health down with a spear or axe. NPCs from the same faction also sometimes aggro each other, leading to odd interactions in which I've found camps where everyone is shooting each other when I arrive.
Wild Pal AI is a bit better, with a bit better path finding and less issues getting stuck. Their combat can sometimes be questionable, since they might change aggro to focus the player for long periods of time, turning away from your Pal fighting them to run hundreds of meters to use an attack on you. Regardless of whether the player has attacked them, they seem to prioritize hitting the player. It would be better if they prioritized based on who's hurting them the most, as that will often be your Pals anyway, but burst damage from player weapons could aggro them as well.

The base building is fun but doesnt work well with any of the AI in the game. Invasions, random events which cause enemies to attack your base, are useless since spawned enemies can't pathfind a route to or into any bases I've made. Enemies can attack your defensive walls if they find a way there, but they often fail to even recognize the obstacle to start attacking it. If they do, their damage isn't enough to actually break in.
Your own Pals, which you assign to work at your base, randomly spawn outside of your base, and cannot path find a way back into the zone, and do not reset without player intervention. They eventually begin starving or going insane because they can't walk through open gates or cross the border back into your base area if they fall out. This happens constantly if you fast travel to your base, which you will need to do often. It would be ideal if they always spawned near the center of the base instead of in seemingly random locations every time.

The other issue is the question of why I'm playing this game. The story (or lack therof) makes the game seem aimless. The opening cutscene establishes nothing outside of hinting at battling in the towers, but I have no idea why. There are other human NPCs, but I have no idea why they're hostile or what they're doing here. I have no idea what the towers are, and why I should find them all, as they don't seem to have any purpose outside of offering another Pal boss fight, which already spawn randomly in the overworld. Is there even an end game, like is there anything that comes after the towers? Why is my character even here?

Some minor critiques that are too small to write details:
*Upgrading your damage stat is so impractical for the amount of levels you need to make a notable difference.
*Every building/crafting task the player does requires holding down the button the entire time you work on it, instead of just a single click to begin. I don't mind waiting for it but it's annoying that it has to be held, sometimes up to a minute for big tasks
*Mounts losing stamina for running and jumping is a but too limiting on players, especially since they seem to have barely more stamina than a human player. The world is quite large, and limiting the players movement despite the use of mounts is unfun. I don't think it should be unlimited, but I cant believe a horse type animal could run for a shorter amount of time than a human could, or a bird flying an even shorter distance. Could bird at least get gliding as an ability, so they can travel horizontally longer?
*Dungeons would benefit from a mini map, as they can be really confusing with their randomly generated layout. They aren't very fun to explore either, as they're really large, mostly empty caves, which sometimes spawn chests. I have encounter Dungeons which spawned glitched so that all the chests were empty.
*Pals blocking spheres feels like the most inconsistent mechanic in the game. Pals which are asleep can deflect them while asleep. Pals which are low health can block spheres sometimes, even if their catch rate is quite high, simply if the sphere isn't "good enough" quality. Even then, they can still block the sphere if their health isn't low enough, or they just randomly decide to block it. Often trying to lower their health further ends up killing them, which is infuriating. It seems very frustrating that spheres have a chance of a chance of actually catching (a chance to actually connect, then the chance for the Pal to escape the sphere.) Even easy catches sometimes waste a ton of spheres.

In all, this game is still one of the better creature-collector games available, especially since the creatures are so wonderfully designed. It's just held back by a lack of polish (which might improve over time) to the AI, the visual inconsistency, and a lack of (currently planned by the devs) features like Pal v Pal battling, and long term things to do besides collecting.
Közzétéve: 2024. március 18.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
1 személy találta hasznosnak ezt az értékelést
10.0 óra a nyilvántartásban
just re-downloading this to play portal 64
Közzétéve: 2024. január 11. Legutóbb szerkesztve: 2024. január 11.
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161.4 óra a nyilvántartásban (161.4 óra az értékeléskor)
I've bought this game on 3 platforms and beaten it on all three, so my hours are probably way higher than Steam says. But the longer I've had this game, the more I appreciate it, and probably consider it one of my favorite games of all time.

A blend of bullets hell games and roguelikes that released soon after the success of Undertale (colloquially referred to as most people's first bullet hell game), Gungeon managed to be difficult enough for me at first that I gave up playing it after a month. I first got it on Switch after it received its final content update, so I already had access to all the QOL fixes and new content. I didn't see a lot of it though, since the game can be kind of tough. It's not Binding of Isaac levels of difficulty, but it can get borderline unfair at times.

Gungeon does offer some long term progression in the form of unlockable items and characters. Most items are bought with credits you earn by beating bosses, so even if you don't make it more than a floor or two in, you at least return with something. Some unlocks do require beating a challenge of some kind, but I would describe all but one of them as being pretty fair (what most would consider the final character to unlock, I think it was pretty difficult the first time.)

To get back to my point, I came around to this game because it's a roguelike that rewards you for getting better. The further you get, the more stuff you unlock in future runs, which you learn to use and then go even further. On my first run on Steam (which is my third playthrough) I've reached the point where I could kill the final regular boss and reach the end, so even at the very start, it is possible without any of that long term progression. But finding all the wacky items and trying everything really makes the game fun. Getting broken builds late game is always fun, and the game definitely let's you become overpowered. It can ruin the game at times, like trying to go back to playing normally after using some kind of godmode cheat in a game and now the game doesn't even feel fun because your dopamine receptors are fried.

Anyway, the game has hundreds of unique items and guns, referencing a wide range of media and weapons. From medieval crossbows to lightsaber assault rifles, the game finds funny ways to bring them all together.

Even the lore is good, surprisingly making a lot of sense in explaining why both those guns would exist under the same roof. The Gungeon exists in a wide universe that we may never see more of thanks to the radio silence from the developers, which is a huge shame. But the lore raises cool ideas and builds a world outside of the game that explains it well, and I honestly wish we could've seen more of it.

There are a few problems with the game, of course. Visibility can be an issue, as the game is actually a 3D environment rendered in Unity, so there's real lighting going on. Pitfalls can be so poorly illuminated that I still walk into them because I can't tell they're there to begin with.
Sometimes it still feels like things come down to RNG, even though the game does a very good job at minimizing the role luck plays in player success. Mostly this comes down to things like keys, money, or ammo not dropping when they're desperately needed, but most of the time you won't have to rely on the starting gun.
The four starting characters aren't balanced very evenly, and I think there's a pretty clear tier list of who is the best choice. I think its kind of unfortunate since they all have distinct identities, but their starting kits are just not useful enough to justify picking them. Unlockable characters have much stronger starting kits, arguably too strong compared to the main cast, but the new characters also have gimmicks that make them fun and refreshing to play.
Late into runs, most characters start to lose their identities though, at least when playing optimally. As you get more powerful items, you usually end up trying to find the same small batch of S or A tier guns to really annihilate the last bosses, but all the characters use them exactly the same. So while each character starts a run with a different playstyle, they all converge late game into the same optimal strategies revolving around the same high tier items. In some ways it is what Brimstone is to Binding of Isaac. Too good to pass up. but it can be repetitive.

There's a lot to love about the art in the game. Besides the hundreds of times designed, every floor has a unique theme. Enemies do get reused, but generally each floor tries to introduce new ones on top of the old, and by late run you only see much harder enemies. But every enemy has a fun design, every boss is unique. Many fun references from things like Dungeons and Dragons, Zelda, to the game Snake. They turned Snake into an entire boss (although it's kind of a hated boss, the concept is really cool.) Progressing through the game, there are times where I actually find the visuals to be really cool.
There's even cut content from the game which has the same level of polish, and it's a tragedy it'll never officially see the light of day.

Good time to transition to modding. The modding scene is big, although not as large as some other games. Not on the Steam Workshop, but on Nexus and the R2Mod Manager, there's some good ones. Even ones that restore the cut content. I find a lot of the mods to be pretty unbalanced compared to the base game, but there's a lot of fun items to try.

I don't know how to wrap this up. This game is so fun and I find myself returning to it more than almost any other game, and always having fun with it again. It's not perfect, but I feel like it comes close for me, riding that thin line that a roguelike needs to rely on randomly generated elements but gameplay which highly encourages players to improve their core techniques and skills, and still rewards them for it in both the short and long term. Even once you've mastered it all, it's still fun to return and start a fresh run and just dive through it again. I take breaks from it for sure, but I think I'll always come back to the Gungeon.
Közzétéve: 2024. január 1.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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10.9 óra a nyilvántartásban
Is this a roguelike?

Slow to start but enjoyable game, however it gets spread thin with what feels like an endless amount of additional side stories and minigames.

The core revolves around diving, collecting fish, and selling them as sushi at the sushi bar. The story then expands to exploring beneath the sea and the island (or beach?) the sushi bar is on, uncovering big mysteries and progressing the plot.
All of this is great so far, but as you progress you're introduced to side characters with their own stories that interweave with the main plot. It actually starts to get annoying because you're constantly being pulled to do fetch quests or minigames to keep the game moving, but they are often quite long or happen many times in a row. I think this is to prevent players from growing bored of the core game, since it's simple, and most of the minigames are actually quite charming. For good or bad though, most of them only make a single appearance, which is a bit odd since they show up often. I liked a short rhythm minigame, as well as one that referenced the "Cooking Mama" games with the sushi, but they only show up once and then they're gone.
The same can't be said about some side quests which start to make the game tedious later on. The farming mechanics are just not enjoyable, coming from a pretty hard-core Stardew Valley player. The farm exists in a separate location you have to visit daily in order to tend to, despite having a farmer character already there who should be helping. Dave is already a slow character to walk out of the water, and the fact that going to the farm takes you away from the core game makes it a huge chore to deal with. I think the devs realized this, because the underwater farm you unlock later is automatic and all you need to do is select the crop you want to grow and leave it. I wish they had brought the same decision back to the island farm, it's just so annoying to deal with, but it feels necessary in order to make decent money late game.
The other big side quest I won't describe because it's a heavy spoiler, but you do a lot of things for it underwater in a central hub. It's a pain to navigate there because it's just a big empty room with NPCs scattered far apart, and the devs addressed this by giving the player a sort of taxi service to move faster. You actually have to pay to move across the room faster than a snails pace, as it would take 30 seconds to cross otherwise. The taxi doesn't even control well, since it turns around very slowly with a long, locked in animation, so for short trips between NPCs youll save time by walking instead of using the taxi if it has to turn around first.
The quests in that area, and for much of the late game are fetch quests, but most story required ones still let you explore the deep sea and make real progress.

The number of unlockables also starts to be overwhelming as time goes on. The amount of content is impressive, but there's little time to even finish precious content before the game introduces something new. From unlocking new gear, doing special requests at the sushi bar, to collecting every type of fish and finding hidden bosses, the game offers a lot, but to the point that it interrupts the core game. Characters just show up at the boat in the middle of the night to give you a mission, when the core game wants you to go to work at the sushi bar so you actually have money. The constant barrage of things to do on the side gets really annoying, and 'Ive started just mashing A whenever a side character shows up that isn't part of the main plot.

One impressive thing is the art and design, as well as sound design. The game has dozens upon dozens of unique animations which really give life to the characters. The difference between the 2D characters and 3D environments and ocean life is really cool, and I like seeing them blended like that. The game sometimes swaps art directions in the minigames to reference their inspiration, which is really well done and charming. Dave's confused expression sprite is one of the most genuine reactions ive seen captured in spritework, so shoutout to that one.

The game is great, but you have to be okay with the laid back style of gameplay. You can only swim so fast underwater, after all. The plot has some lame moments, but the central plot is pretty intriguing and makes me actually want to finish the game.
Közzétéve: 2024. január 1.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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