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Análises recentes de ⎛⎝Tiùwilo⎠⎞

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Exibindo entradas 21–30 de 42
1 pessoa achou esta análise útil
16.4 horas registradas (8.3 horas no momento da análise)
Pretty deep and intricate, allows you to build anything from a small, sparkly GP practice to a sprawling hellhole meat grinder megaplex with mean, alcoholic staff, depressing interiors and hastily cobbled together diagnoses.

There's some risk vs reward stuff in there as well, giving you some leeway in means of difficulty. For example, a cardiology department attracts high-risk, high value patients that have a tendency to collapse all the time, or you could buy a bunch of ambulances and specialize in handling disaster relief and other emergency cases for extra cash on the side. If that's too much adrenaline for you, simply stick with an orthopaedics department and replace some obsolete parts in old people, no rush there.

So far no bugs, although you do need a janitorial closet and a restroom on every floor.
Publicada em 19 de agosto de 2020.
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1 pessoa achou esta análise útil
43.6 horas registradas (10.5 horas no momento da análise)
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It's Space Simgolf and Zombie Weeds, what's not to love?

Course designs can be as crazy or mundane as you like, too. The gimmicks are entirely optional.
Publicada em 27 de julho de 2020.
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75.4 horas registradas (46.0 horas no momento da análise)
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This game had some great ideas about organic city growth, making density a function of local amenities, infrastructure, job access and land value (parks, water etc.). It was also one of the few city builders with mixed zoning.

Sadly the traffic system is still buggy as hell, the construction tools for roads and rails are finicky at best, and there's a few strange memory leaks which make the game stagnate until you reload it again. I had hoped that this would get fixed eventually, but the dev vanished without a trace and left poor SuperSoup to take all the flak in their stead.

If you want a niche city builder like this, get CityState 2 instead, or wait for it's sequel.
Publicada em 25 de julho de 2020. Última edição em 24 de junho de 2023.
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38.6 horas registradas (23.5 horas no momento da análise)
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It's a bit of Anno mixed with a bit of Factorio, with Z-levels and potentially infinite maps. The sky is actually the limit in how insane your machinations can get. Go try it, it starts out simple enough and there is no real rush, although a bunch of incentives to push for progress.
Publicada em 15 de abril de 2020.
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4 pessoas acharam esta análise engraçada
35.6 horas registradas (19.7 horas no momento da análise)
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If you fancy yourself a nerd who gets bored easily by most other management sims, try this. It starts out easy enough to let you get a good feel for things, but you can get absolutely crazy with the sheer amounts of people and periphery to manage.
The biggest planes will vomit tsunamis of flesh into your terminals, the raging hordes surfing a tidal wave of trash down your hallways, clogging staircases and escalators with their sheer masses, as the inbound passengers scramble for amenities to not die as they spend hours scouring your labyrinthine domain for that one unoccupied seat or food vending machine. All it takes is for one unhappy lunatic to set your place on fire, so make sure you're prepared.

If you feel like upping your game, you get to build corporate conference halls and offices with marble flooring and indoor fountains, ripping off airline execs with overpriced gadgets, food and drink as they wait to get bullied into throwing more airbuses at your gates. Sure they'll want their own, 'exclusive' lounges, stores and so forth, but unless you give them an absolute armpit of a location, you can make them bleed money for it.

Oh and so far no bugs, other than the usual traffic congestion issues when you order 2000 metric tons of concrete to push back mother nature from your newly acquired lands.
The sky's the limit, make sure to blot it out with planes.
Publicada em 7 de fevereiro de 2020.
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18.0 horas registradas (7.7 horas no momento da análise)
Nicely challenging even on the medium "challenging" difficulty level. Tons of suicides, crapsplosions and other mishaps make the early game absolutely hilarious.

With the new release you get infinite, procedural space to stripmine and conquer, hyperdrives to relocate your budding Death Star to wherever it can be of most use, and the advent of RUNNING meeples, which rectifies a lot of issues especially with larger bases and builds.
It does have a campaign now, although I haven't checked that out yet, but even the sandbox mode is already worth it's salt if you're into base building at all.

It beats Spacebase DF9 and even some other DF-esque games by a landslide, simply due to the meeples having some actual depth to them, combined with the ability to have hundreds of them crammed into one sadistic hellhole of agony and sadness. Managing all the utilities down to the waste disposal systems and oxygen flow can get a bit daunting, but if you like those unstable equilibrium games like Oxygen Not Included, definitely give it a try at some point.
Publicada em 17 de setembro de 2019. Última edição em 10 de abril de 2020.
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49.3 horas registradas (18.4 horas no momento da análise)
A beautiful experience that'll make your keyboard/mouse or controller melt as you carve your way through bullet hell.
Publicada em 7 de julho de 2019.
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23.1 horas registradas (21.4 horas no momento da análise)
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Don't get thrown off by the "puzzle" tag, this is one of the most brutal management sims I've seen in my days.
The commuters in this game are super realistic in that they will punch, puke, steal, smash and complain their way through your station, driving your staff to the brink of despair and barely leaving you any money to show for it.

While at first it can be pretty heavy on the micromanagement, you're able to train and level up your staff until they become infallible demigods who can pretty much handle your station for you, and then bring that squad of elite operatives to the other levels of your campaign to have an easier time in the later stages.

It's tough at first, but it's oh so satisfying once everything runs like clockwork, and your perfectly designed maze of advertisements and shops drains every last penny from the commuter cattle that flocks into your station every day.

Oh, and despite it being Early Access, I found little to no bugs so far, so go ahead and give this a try.
Publicada em 12 de junho de 2019.
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233.1 horas registradas (23.9 horas no momento da análise)
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A mixture of Oxygen Not Included, Factorio, Tekkit/FTB/Industrialcraft, Wurm and a hint of Eve, it's the complete opposite of a casual Minecraft clone. In fact, I'd say it's pretty revolutionary and definitely worth trying out.

A lot of people complain about this being an SJW game, when it's actually far from that. At it's core, it's an economy simulator embedded in an ecological simulation that only really shines in multiplayer. It's extremely tempting to just pick all the tomatoes and beets on your continent, especially if you are worried about your neighbors taking them anyway, but once they're all gone, they're gone for good.

The RPG style specialization provides extreme efficiency bonuses to almost everything you could do, from the cook needing less and less ingredients for his increasingly complex food, to the professional lumberjack who can get 50 metric tons of lumber from a single tree after leveling up sufficiently, and here lies the danger of it all.
Since every plant, every tree, constantly drains nutrients from the environment, and since every player constantly needs to chug down food for XP and energy, the world will eventually simply run dry unless everything is done by highly efficiency-boosted people. Add on top of that the pollution mechanics and things will get out of whack.

Just beware that this game is veeery slow. You accumulate skill points (and thus specialization efficiency) over time as long as the server is running, whether you're online or not, and crafting happens over time as well. You can and should change those values to something like x5 speed if you play with less than three or four people though.
Don't waste your 2 testing hours waiting around for XP, max out that multiplier in the settings and give it a go.
Publicada em 7 de fevereiro de 2018.
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516.3 horas registradas (405.7 horas no momento da análise)
It's probably not what you think it is, so definitely do try it.
Publicada em 31 de agosto de 2017. Última edição em 20 de fevereiro de 2020.
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Exibindo entradas 21–30 de 42