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Reseñas recientes de Wolly

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Mostrando 1-10 de 47 aportaciones
Nadie ha calificado esta reseña como útil todavía
6.9 h registradas
Jack King-Spooner is one of the most inspirational game makers I've found. A lot of the hand crafted look reminds me of Little Big Planet. I miss that game. I'm also not the biggest fan of bilboarded sprites but it does pay off to best show the handiwork.

His earlier works mainly feature what you see of the townsfolk in Judero where they wax philosophically to you and you continue traversing through the worlds as if they were an immersive art exhibit, but this is by far the most engaging conventional gameplay experience he's managed to pull off! The pacing of the gameplay with lighthearted humorous plot beats contrast the older style of heavy-handed dialogue now. Jack always does a good job at giving us glimpses into his cultural background, and the fantasy elements hook you into the wider happenings of this world and what other folktales they came from.

I'm not sure what the status of Pattern Circus is at this point but Sluggish Morss is another good series of games by Jack to play through as long as you aren't sensitive to flashy colors.
Publicada el 14 de noviembre. Última edición: 14 de noviembre.
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A 2 personas les pareció útil esta reseña
6.7 h registradas (1.5 h cuando escribió la reseña)
Reseña de acceso anticipado
I love that after you become powerful enough, you can just fly around with infinite energy like DBZ. I wish more games let you do that.
Publicada el 10 de agosto.
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Nadie ha calificado esta reseña como útil todavía
863.5 h registradas (439.2 h cuando escribió la reseña)
It alright!

This program is pretty much placing vertecies and using fancy math to make them look good. You can either hand place each vertex or use a bunch of plugins to manipulate them with fancy rendering effects and gaslight yourself into thinking it looks cool.
Publicada el 24 de julio de 2023.
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Nadie ha calificado esta reseña como útil todavía
382.8 h registradas (78.1 h cuando escribió la reseña)
The brafisks did help me to better play and finally understand this game. I had my first FUN Dorf Fort success and collapse due to werellamas. One invaded my base and I sent my army after it not understanding how they worked. Imagine my surprise when on the next full moon the whole hospital suddenly springs up and starts mauling the whole fort inside out. I couldn't stop laughing. Migrants kept showing up and getting mauled too. Eventually a siege of goblins showed up and I tried sending the last of my dwarves out in a squad before the next full moon but they didn't trigger in time and ran back into the fort. Eventually the goblins stopped standing around obliviously and descended into the fort and that was the last of it.
Publicada el 27 de mayo de 2023.
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Nadie ha calificado esta reseña como útil todavía
27.8 h registradas (14.8 h cuando escribió la reseña)
When I first played this game on Xbone it was a pretty amazing heart-strings-tugger of a narrative shooter. I'm replaying through it now after having read through works of Friedrich Nietzche who was one writer that unfortunately and unknowingly ended up influencing some ideals of the nazi party and now half the background dialogue and rhetoric of this game is hitting differently.
Publicada el 14 de marzo de 2023.
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Nadie ha calificado esta reseña como útil todavía
40.3 h registradas
This game is really pretty with some Spanish influence for the art direction, which is the best part to me because I visited Spain once and it's fun to see all the different architecture I could recognize. The combat doesn't smooth out until you're in the mid-late game though, so figuring out how to maneuver around or fight enemies was a hassle since they still do contact damage unlike Dark Souls which threw me off. I really enjoyed playing this game but I had to stop playing it after a while due to it building up anxiety.
Publicada el 19 de enero de 2023.
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Nadie ha calificado esta reseña como útil todavía
60.9 h registradas (3.1 h cuando escribió la reseña)
So I was playing through Cruelty Squad and getting a feel for the player hitbox and movement when I thought to myself "maybe I should finally try and learn Unity so I could make a game this wacky and fun myself." After some frustration with Unity where scripts would break and have to be reimported upon reopening project files, I discovered that CruS doesn't actually run on Unity, it runs on this obscure engine called Godot! After looking into the engine and thinking it would be some baby building blocks kit, I fell into a rabbit hole and soon found myself pouring hours into tiny white box rooms with different player movement scripts to see if I could replicate b-hopping or air strafing. I like this engine cause the control scheme reminds me of Hammer or Blender, and the simple aesthetic makes some flow easy to learn with intuition.
Publicada el 13 de noviembre de 2022.
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A 3 personas les pareció útil esta reseña
14.3 h registradas (7.8 h cuando escribió la reseña)
This comp shooter is a hidden classic. With other fps games like COD or CSGO, you usually end up dealing with dying constantly to peaking corners, weapon skins you have to spend money on, or tons of toxic players. In this game, the pacing is a lot slower and more calculated, leading to skill coming from how well you time shots over how frantically you tap keys. It never feels unfair when you die, (unless it's a bot with a bow or the cannon on fof_depot) and it's a very rare breed of shooter where you can actually relax instead of trying to tense up more.
Publicada el 23 de agosto de 2022. Última edición: 23 de agosto de 2022.
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A 1 persona le pareció útil esta reseña
55.3 h registradas (16.6 h cuando escribió la reseña)
This is the worst physics engine I've ever seen in a game. Nothing is simple, everything makes me sick after 5 minutes of trying to wrestle with it when I don't know what it wants. This game feels like being drunk on the verge of alcohol poisoning.

Ok the game does get better toward the end, but the previous statements still apply.
Publicada el 20 de enero de 2022. Última edición: 29 de enero de 2022.
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A 1 persona le pareció útil esta reseña
3.7 h registradas (2.0 h cuando escribió la reseña)
Reseña de acceso anticipado
I've been playing SCP:CB since the early days, so it's always had the same freeware charm to me, like a parent always sees their child as their baby or something mushy like that. I used to like ripping the game apart with graphic mods and exploring the maps and behaviors of the NPCs with the console. After a while, you'll still get burnt out on such a basic game with weirdly specific balance, but porting this to VR is such a good refresher that it feels like the game was always meant to be this way. The flashlight every other horror game has is weird, especially when it's a physics object you have to always rotate in your hand and not a fixed angle like Half Life Alyx, and you grab it funky out of the inventory with the light toggling constantly by the trigger to grab it, and the light doesn't even reach farther than the darkness fog. It might secretly be genius on one hand, simulating the feeling of fumbling around for a light when you need it, but on the other hand it's just annoying VR jank that every other object you interact with has so it's not even that special. Items in the inventory will shrink to tiny versions of themselves when reloading a save, making items like the SNAV impossible to use on lower rez goggular settings. The first time I encountered 096 I couldn't tell where the specific view cone was for triggering him. A lot of things are different from the OG version, which there's a guide made by someone else already here on Steam detailing all the discrepancies, but the few extra things added also make it better for VR, like most bodies you find being ragdolls, or just having fun throwing around inventory items. If I could change one thing, it would be making drawers on furniture actually open when you grabbed them. This is a really good port, and I can't wait to see what other small fixes and changes make this classic better for VR.
Publicada el 20 de enero de 2022.
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Mostrando 1-10 de 47 aportaciones