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Análises recentes de Armitage

Exibindo entradas 1–5 de 5
1 pessoa achou esta análise útil
26.9 horas registradas (11.1 horas no momento da análise)
Power UPPPPP.
Publicada em 12 de setembro de 2024.
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Ninguém achou esta análise útil até agora
21.1 horas registradas
Charming game with simple but tight controls, easy to learn, yet difficult enough to keep you on your toes. This game doesn't hold your hand, as some rooms requires a thorough investigation in order to locate key items. And healing is very limited leading to deaths which respawns you back at the beginning instead of campfire save points.

This may be a detriment to some, but I personally didn't mind it once I understand the layout, and had enabled higher levels for the elevator to use as short cuts.

This game is a dime piece that had me hooked from beginning to end, and was an absolute masterclass in level design.
Publicada em 25 de junho de 2024.
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3 pessoas acharam esta análise útil
24.0 horas registradas (14.9 horas no momento da análise)
This game offers a wide array of weapons, mods, and hunters that makes for some pretty good replay value and variety. You can carry multiple weapons with limited ammo, with some resource management and ammo drops you can pretty much keep the ones you like throughout your whole run.

On top of that, you can increase the amount of weapons you carry based on choices you make after each boss. As for the pixel art, they speak for themselves.

Each world has several procedurally generated islands and one main boss, and many power ups available. Some islands will also have puzzles, enemies, shops, power ups or bosses which keeps the runs fresh. Each full run will probably take maybe 1 to 2 hours.

The gameplay itself is fairly fast paced, with decent difficulty. Although most runs can be completed off of skill more so than what item drops and perks your hero receives.

Regarding progress, there is a skill tree you can spend resources on to increase your overall abilities permanently. And you can also unlock certain things to make runs more difficulty, or change them in various ways.

All in all, this is a fun roguelite with nearly unmatched weapon variety, and the amount of effort that went into making this really shows the sheer passion the developers musts have had in creating this, and is deserved of more players attention who are into fast paced twin stick roguelite shooters.
Publicada em 7 de fevereiro de 2024. Última edição em 7 de fevereiro de 2024.
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1 pessoa achou esta análise útil
568.4 horas registradas (269.0 horas no momento da análise)
Still the best fighter out today, netcode has been improved.
Publicada em 11 de abril de 2022. Última edição em 29 de novembro de 2023.
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6 pessoas acharam esta análise útil
495.7 horas registradas (458.0 horas no momento da análise)
Here comes a new shimminger!

Isn't your flowchart gathering dust, aren't you sick of having supers that are situational, requiring you to think till your brain hurts. Sick of those pesky command grabs during mix-ups or when you drop a combo, don't invincible DP's offering your opponents a defensive option make you sick, or just defense in general? Why is said person allowed to just hold back and win, seriously?

Wouldn't you rather do fully sick combos all the time with no need for proximity normals or difficult execution requirements. Do ultra biggest combo by fishing with safe normals, then confirm into v-trigger and finishing with super cinematic critical art. Did I forget to mention that the super cinematic critical arts almost universally act as anti-airs, invincible start up frames, go through fireballs, and best of all you just need to land the first hit to maximize damage.


Now you can focus on the actual game! So far I have managed to almost master the tri-fecta at the core of SFV's extremely deep gameplay, seriously the only way you can experience the depth of this pool is to step outside on a rainy day and walk over a puddle. But please don't start at the deep end because you might get your socks wet.

Lastly if you're one of those people that hates spending too much time in training mode learning difficult combos, advance techniques, just frames, hard linkers, and instead prefer shimmy, throw, meaty mix ups then tell all your buddies about how you read this guy like a book.

Then what are you waiting for! Homogenization Fighter 50/50 Crush Counter Edition, get it or get left behind.
Publicada em 10 de junho de 2017. Última edição em 27 de junho de 2017.
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Exibindo entradas 1–5 de 5