190
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reviewed
0
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Recent reviews by Tenoshii

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Showing 1-10 of 190 entries
1 person found this review helpful
4.6 hrs on record
Pretty cool sort of city builder based idle clicker game.
Posted 30 May.
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0.6 hrs on record
Not the prettiest Bullet Heaven I've played, but it gets the job done. Would be 10x better if there were sea shanties to break up the repetition of the current music!

I actually like the objective based islands that spawn on the map to give the player something to search for and complete.
Posted 29 May.
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19.9 hrs on record
A game that was on the brink of great success, but never quite got over the hump.
Posted 28 May.
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1.9 hrs on record
Seems to be a good start so far, but I'm curious what there will be to the game besides going to the mines to gather ore and coal in preparation for the smelting, forging, and anvil/assembly activities that are part of crafting weapons.

There are a handful of things I noticed while playing that are a bit off:
There's no meter or visual which indicates to the player when an object in the forge has hit maximum heat. For example, there are some objects that if you take them out of the forge the moment they reach the "Hot" status, they will hit "Warm" status before you are done hammering them on the anvil. Whereas if you wait 3-5 seconds after "Hot" status, you can finish hammering without reheating. Perhaps this is intended?

Doesn't appear that the default interaction with the forge is designed to allow the player to put multiple objects inside for heating. You can do this, but you basically have to hold the object over the forge and then unequip the tongs to try and drop it in the right area. Perhaps there will be bigger forges later on in the game?

When assembling a weapon while having multiple materials in your hotbar or inventory (going to make an axe and having enough materials to make three), I noticed that not all the materials are registered after you complete the first craft. So at some point you will have to move a component to a different inventory/hotbar slot in order for the assembly table to register the player as having it. Not a game breaking thing as there's a workaround, but it had me puzzled for a while when it first happened.

When mining the player has to click every time they want to swing the pickaxe instead of being able to just hold it down.

Some of the customers seem to "glide" across the ground instead of performing the walk animation.

Overall, I think it's got potential, but it's somewhat unclear what the mid/end-game direction and/or progression will be for the game based on the prologue.
Posted 27 May. Last edited 27 May.
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1 person found this review helpful
8.4 hrs on record
You'd think a game that's just about flying around to cities in the sky trading commodities through buying low and selling high would get boring after a while, but somehow it doesn't.

Probably has something to do with with the blending of mechanics that gives the player a sense that they are making tactical and strategic decisions that can positively impact their ability to efficiently and effectively make money, finish quests, buy and kit new ships, and expand their trade empire across the world map.

For example, since you can run out of fuel and fuel costs money, it's not a good idea to mindlessly fly about the map without a care in the world. In addition, the prices of fuel are different based on where you are, not to mention the fact that every island city/town doesn't sell fuel. So if you run out in the wrong area of the map, you're in for quite an expensive towing fee!

Other limitations, such as finite upgrade slots on ships, encourages the player to think about which types of resources they want to be able to harvest. This then feeds into the decision about what type of bases the player wants to have on the many "empty" islands available to build on.

Another engaging aspect is the fact that the more you trade with cities/towns the more they level up, expanding their trading capacity and thereby increasing the player's ability to make even more profit. Mix that with using a progression based point system to apply reductions to taxes and increases to sale value and it becomes quite pragmatic to invest in a trade route and over time turn it into a very lucrative cash cow.

In short, if you are in the mood for a chill airship trading simulator with no combat and an engaging amount of logistical depth, you can't go wrong with Merchant of the Skies.
Posted 27 May.
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1.8 hrs on record
The Subnautica in space we didn't know we needed.
Posted 26 May.
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No one has rated this review as helpful yet
19.7 hrs on record
Fun top-down space ship/fleet builder that has a simplistic yet well designed visual style and UI. Go from zero to hero by gathering resources and building your ships and fleet until you can assimilate everything.

There's a variety of technologies and offensive/defensive/utility based modules that you can use to construct your ships. It's very satisfying trying out different builds and seeing them in action while trying to figure out what the optimal fleet configuration is for your playstyle.

Best part is being able to randomly encounter and engage ships designed by other players while you're exploring your universe.
Posted 25 May.
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No one has rated this review as helpful yet
10.1 hrs on record
Early Access Review
Shaping up to be what I'd imagine playing RimWorld from a space ship to be.
Posted 24 May.
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No one has rated this review as helpful yet
7.7 hrs on record
Another classic example of a nice hybrid title that I wish would get a remaster/reboot/sequel or something.

I mean... you can collect dragon eggs hatch/raise them and use them in your army. Do you really need to know more than that?
Posted 23 May.
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6.2 hrs on record
Pretty fun lane based deck building tower defense game that has co-op and PvP modes.

It's transformed into it's final form: Crystal Clash
Posted 22 May.
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Showing 1-10 of 190 entries