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Recent reviews by BugFree

Showing 1-7 of 7 entries
3 people found this review helpful
15.6 hrs on record
Another cute & cozy puzzle game from Afterburn! Having finished all the base and bonus levels without the hints, I conclude that I like this one better than their previous title, Railbound, because it requires much less trial-and-error (also fair to say it is easier in that regard).
The Pup Champs experience is more like solving chess puzzles: most information can be inferred and retained in one's head statically due to the effect of most operations are locally-contained. In contrast, a small local change in Railbound, such as shortening or lengthening a part of the route, can have a drastic global effect due to the train order and the switches, which is hard to see without letting the trains run.
One heuristic that has been quite effective for me in Pup Champs is to backtrack from the goal position. There are only one or two possibilities for most levels, and it gives you a lot of ideas of where every pup needs to be and in which direction they should face.
Would also argue the backpass bulldog is the MVP.
Posted 4 July.
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2 people found this review helpful
19.1 hrs on record (17.3 hrs at review time)
The all-time classic now returns with a visual update, hours of in-depth in-game commentary, and a whole new world of puzzles.

No longer the high school kid I was when the original version came out, some of the harder puzzles, such as the fickle companion, lost their "magic." But now I appreciate the game more through more perspectives. It is truly a multi-dimensional work of love and art.
Posted 15 May, 2024.
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1 person found this review helpful
203.8 hrs on record (123.8 hrs at review time)
Let them come. Let them brawl. Let them face the insurmountable might of the Helldivers!


Bugs, bugs everywhere.

Good game to hang out with friends if all the weird bugs were fixed.

Also, requiring an PSN account is very undemocratic.
Posted 3 May, 2024. Last edited 10 May, 2024.
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16 people found this review helpful
18.2 hrs on record
TL;DR: Interesting design, flawed implementation

I found the general design of combining features from JRPG and Western RPG interesting. There is good potential. However, at the time of the comment, there are too many bugs, also ui and balance issues. I cannot recommend it to someone who is looking for an annoyance-free experience.

In my 18 hours so far, there has been a few crashes. The game freezes with RPG Maker error messages. I had to restart and reload a previous save. For a dozen of times, I encountered quest-related bugs: some scene triggers must be bugged. Some seemingly-important NPC jump out of thin air and starts to talk about things I, as the player, have totally no idea about and left me baffled. That even happened to the main quests a few times.

The ui issues I had were mostly about the weapon expertise system. There is no way for me to check which ones I have earned unless I equip a weapon of that class and ask a trainer, which also bugs out sometimes. And there seems to be a limit on the number of weapon skills you can have based on your weapon expertise level (seems to be 1 per 5 level) which were never stated. A minor issue is that the auto-optimization does not handle gems so it is pain to switch to another set of armor when changing classes.

Finally, imo, there are serious balance issues. For one dimension, the quest enemies scales according to the main quest progress but is easy for the player to be overleveled or underleveled depends on your play. I tend to cycle between a period of farming and doing a bunch of quests, and I can see the difficulty of enemies in quests raise sharply. For the other dimension, there are 16 classes and different skills for each class thus potential for diverse builds. But they are unbalanced and your flexibility is limited by the slow +1 stat point per level. Personally, I found physical dmg build start off great but fall off later, magic dmg build start off terrible but becomes overpowered later on, support/buff/dot/control builds never worked well for me because they are way too slow for farming efficiency.

Btw, don't bother farming in the higher-level regions except for materials. Quickly killing low-level monsters is much more efficient than slowly killing high-level ones for XP and JP. And mining is the most important skill because of gems. High-level gems are op (e.g. a single gem gives +4 AC), and you need a ton of mining to get them.
Posted 14 January, 2023. Last edited 14 January, 2023.
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A developer has responded on 15 Jan, 2023 @ 5:01pm (view response)
1 person found this review helpful
1 person found this review funny
32.6 hrs on record (5.3 hrs at review time)
A rift in my basement was going to devour my house with me in it but playing this game fixed that for me. 10/10 if you have the same problem.
Posted 12 November, 2022.
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5 people found this review helpful
4 people found this review funny
16.0 hrs on record (5.4 hrs at review time)
关键在于拯救了世界之后就可以地球上人手一台萝娜了
Posted 28 September, 2021.
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1 person found this review helpful
113.3 hrs on record (44.4 hrs at review time)
TL;DR
Initial release of Civ VI: 7/10 vs Civ V 9.5/10
1. Many civilizations are restricted to certain playstyle, certain map conditions and certain ages. Such as Scythia or China. And the rest have trouble fighting back these specific strategies.
2. The multiplayer needs many improvements. a) A faster game speed; b) Different modes/rules; c) More social elements.

I have spent most of my college playing Civ V. Can't be more excited to lay my hands on the new released Civ VI. After a bunch of trails, I totally agree that the problems cause people to give downvotes are very true:
1. AI(crappy at war tactics, broken diplomacy, and many others)
2. UI(can't get to know some key-info, auto-focus jumping around)
3. glitches & bugs(get rich by buy&sell units, win deity AI within 1-turn, freezes&frequent reloading at multiplayer, multi-language display).

I have experienced all these annoy issues during my gameplay which makes me urge for patches. And I would like to add some points of my own:

1. Many civilizations are restricted to certain playstyle, certain map conditions and certain ages. And the rest have trouble fighting back these specific strategies. For two examples:
a. Scythian - would be your greatest nightmare if it's your neighbor and there's only plane or desert between you two in a multiplayer game started at ancient age. You have two choices: 1. Spend all your workforce building defenses and watch the rest world erecting wonders and cities so you lose in the long run. 2. Suppose he/she won't attack you and get overwhelmed by seas of horse archers so you lose quickly. However, if it is an island map or the game starts at a later age, play as Scythian would benefit little from its abilities and very likely to be defeated.
b. China - the wonder rush strategy with workers at ancient/classical times would bring almost every wonder and make China almost undefeatable in the long run(You can even win deity AI with this). But this requires the game to start at ancient times, a good spawn meet all the requirements for the wonders(especially desert for the Pyramid) and not being the neighbor of someone like Scythian or Sumerian. On the other side, without the benefit of early wonders, China can hardly win a more all-round civ such as Japan or Rome in the late game with equally good plays.

2. The multiplayer needs many improvements. Here're a few thoughts I have:
a. A faster game speed. Even with online speed, it's still too slow for an online game. I would say it requires 10h+ to play against more than one human players for a complete game from the ancient times. (Though people usually know they can't win and quit much earlier) When playing against random people online, it would be almost impossible to save the game and reload it next time. So we do need a faster game speed.
b. More game modes/different rules. The current gameplay is dominated by one thing: War. Your chance of winning a culture or science victory 100% peacefully is slim and religious victory is impossible as all your missionaries and apostles sent would be slain by force if you are close to one. Remember there is only one winner. And the rule-of-thumb is that: if you can take one city, then you can take the whole country; since there is no heavy penalty as happiness in Civ V. This makes the game experience war-oriented and monotonic: You start at attacking city-states and your neighbors, later clash large empires similar to yours and finally dominate all or very few superpowers left to pursuit a culture/science victory hindering each other with nukes. I would be very glad to see some different plays: such as an alliance of peace-loving small civs work closely together could stand still against a large warmongering one with tech/culture/economy power and walk together towards victory.
c. Be more social. Though civ series have a tradition that most people spend most time play it alone with different scenarios, I strongly suggest civ series go more "social" because play with human players can be much more interesting than beating cheating and illogical AIs. This can be learned from many other successful games and I think it would definitely bring something new and fun to this legend game-series.

In conclusion, I would say the initial release of Civ 6 is acceptable for a game with such high expectations from its series fans, but there is still a way to go to become another game of legend itself.
Posted 26 November, 2016.
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Showing 1-7 of 7 entries