42
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1330
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Recent reviews by Yoraiz0r

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Showing 1-10 of 42 entries
No one has rated this review as helpful yet
2.7 hrs on record
Cute short game, competent at what it does.
Gun variety holds enough for the content available... which is not much. There's a simple roguelite system where you level up for passive benefits between runs - quite significant, '+20% damage' and straight up revive.
There's only 6 or so 'real' bosses, Most runs end up feeling the same.
Despite that, the gameplay feels well enough and the cute animations carry it.
Finished normal difficulty in my playtime, not keen to try the harder difficulties for achievements.
Posted 19 June.
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1 person found this review helpful
88.7 hrs on record
So, I've been eager for this since playing Fantasy life on the 3DS years ago. I also played Fantasy Life Online's global version. I've had some fears going into FLi, but they were all quelled. The game is almost in its entirety perfect!!
The game's got tons to do and a very addicting game loop. Full of different minigames and things to find and mechanics that cycle into each other. There's a pretty strong story focus which for better or worse is aimed at children. There's whimsy and talking cats - which you cannot pet.
It's a game with a lot of hidden depth and at the same time not a lot of depth. What is there can be optimized to significant degrees, but there's not a lot of variety in what you can want to have. This isn't a game where you choose if you want to play the same lifestyle in different ways - the game restricts your progression tightly so you'll go on the same path as everyone else parting very few different stat points.
You can play all 14 lifestyles on a single character and there's plenty of reasons to switch things out between almost all of them frequently.
There's a lot of quality of life features from the original Fantasy Life that have me extremely happy.
There's a lot of mechanics that feel borrowed from the mobile game Fantasy Life Online that's been shut down, but all the paid mechanics have been stripped. One noteable and lovable part is they brought back characters that appeared in it as companions. They've also allowed them to keep some signature abilities for use.

My biggest wish is that Level5 Would have added more attack and ultimate options when adventuring, so that we could cast special moves like Fantasy Life Online had. Instead, we're forced into only 4 combat lives with only few abilities. Barring that minor gripe and some artificial time waste (can't use mounts in caves, meaning tedious running quite frequently, not enough fast travel points either), the game is, in all other aspects, perfect!

Welcome back, Fantasy Life!
Posted 28 May.
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No one has rated this review as helpful yet
13.4 hrs on record (11.9 hrs at review time)
Great short game. Finished the final boss in about 4 hours of gameplay. Played 8 hours for more build potential.
The primary game loop has you hopping around randomly generated dungeon rooms beating enemies using weapons with limited ammo, scrapping for either health replenishments or ammo recharges - but that's only the start.
You quickly learn that picking health up when full accumulates shards towards raising max health, and that you can replace weapons for health replenishment, and that the weapons are upgradeable, and there's secret rooms not visible unless you bomb for them, and a bunch of other stuff.
All in all - feels incredible. Bosses are well designed and interesting, although short.
A full successful run will net you about 30 to 40 minutes of playtime. 20 if you got used to the flow.
The game is a roguelite that hovers on being a full roguelike. You won't get more powerful between runs, but you will get new options for the rest of the runs.
There's also multiple endings with new floors and enemies and bosses, and secret levels. Pretty neat all in all.
Some challenges actively require good reflex timing. I sadly lack a lot in that department and had to resort to cheap tricks like keybindings. Wish the developers would consider being more lenient on those (Tag Champion hurt my fingers and took longer than a full run... ironically.)
Also, Despite being incredible in the gameplay department, ahving banger music and acceptable visuals, it lacks a bit in the technical department. There's no fullscreen windowed or broderless modes, no option to lock the cursor to the game window, and I had multiple instances where the audio stopped playing.Also, After defeating the final boss, the game crashed trying to play the credits. That sucked - but it really is a great game!

I heavilly recommend everyone tries this - it's pretty forgiving and has plenty of interesting build options.
Posted 23 February.
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15 people found this review helpful
1 person found this review funny
3.8 hrs on record
A friend recommended this to me. I gave it an honest shot. It's genuinely good.
It's basically Hades with DOOM music and inventory Tetris. The systems are surprisingly really weaved well together. There's quite a bit of meta progression to go through and there's some voiceacted cutscenes and animated characters.
What I was surprised by the most was the amount of build variety in the runs - I didn't see all the weapons and combinations of them, but there's plentiful upgrades from taking a cannon to triple shot with piercing and rapidfire and shooting additional blood bolts on hit and arrows from the sky + boomerangs and shrapnel on hit, to a fire grenade that unleashes a holy spinning sword and a tide of blood with 6 divine shots.
There's also boss variety - I got pretty far in the game quickly, but every run I believe I faced different bosses on the same floors. They're also based on the enemies I saw in the rooms prior, so it does proper preparing of the player before throwing you into th deep end with a mini bullet hell fight or a few.
It really genuinely deserves a positive review for the merit of effort and polish that was put into it.
Posted 6 February.
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No one has rated this review as helpful yet
67.3 hrs on record
One of the best gaming experiences I had. Still looking fondly at it a year later. There's an incredible plethora of characters, every one of them plays differently. Progressing the game unlocks new special abilities, passives, and changes how the characters play to be more intricate and fun and enabling new builds. Late in the game there's a lot of meta progression optimization choices to make.

The campaign is incredible, the cutscenes are all superb, the music slaps, the boss fights are exhilirating with cinematics weaven inbetween. I still jam to some of the music daily.

Completely missed that I haven't reviewed it because I was so hooked on it when it launched. Correcting that mistake now.
Posted 29 January.
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8 people found this review helpful
2.9 hrs on record
Well made vampire survivors game with minigames. Though the equipment pool per character is smaller, there's plenty of characters to play. The minigames serve as meta progression and can convert their own currencies to meta upgrades currency. The music slaps and the art is nice and energetic.
Posted 19 January.
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3 people found this review helpful
40.8 hrs on record
I'm reaching 42 hours and I still think about it daily in a fond manner. As long as you're not looking for a story, this is one of the best games you can find on steam. There's no time pressure and play sessions are short on top of having a 'pick up where you left off' after closing the game. It can fill any open space of your day and you will praise it for that.

Number go up ^
Posted 19 January.
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No one has rated this review as helpful yet
15.4 hrs on record
Fantastic experience all around. I haven't played the original Dead Rising 1 but this worked great for me and had me absolutely hooked for the 15 or so hours I played it. There's a lot of mastery aspects to where to go and how to manage every minute to get good items going and the proper ways to bring all the survivors to base. Scoop hunting was also pretty fun - I'm thankful you can see a hint of where each one is.

Definitely praying for more Dead Rising games. It's a blast.
Posted 19 January.
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2 people found this review helpful
17.7 hrs on record
Early Access Review
Played in early access, so not everything is 'in', but it feels like a solid enough experience. Could have been a DLC of Unrailed 1 and there's not enough significant new changes to make it feel worth the price trying out the changes, but what is there is nice. It's not much though, grindy to get and not too meaningful.

The biggest change is that players now get individual roguelike upgrades that are either wet farts or significantly game changing. Between the ability to mine with any tool, tossing items around to deposits or other player's hands, or setting things on fire for fast clearance, its exciting to see what you will find.

Sadly that's about where the fun of the sequel ended, at least when I played.

I'm giving this a positive review since I had a good time, but if you played Unrailed 1, it's really the most "middle" review I can possibly give a game.
Posted 19 January.
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A developer has responded on 20 Jan @ 8:27am (view response)
No one has rated this review as helpful yet
3.1 hrs on record
Well executed, not for me. The menus in this game are awful and I say this after having played gacha games. The combat has no tension at all and progression is far too slow and unchanging. The best comparison I have of this game is to Left 4 Dead 2 which feels far better than Space Marines. You drop into a mission as a team of 3 (filled with bots if no players present), you have a primary (sometimes) and secondary weapon and a melee weapon. You don't change weapons during missions so combos become very stale. There's almost no unique enemy types and no meaningful ways to engage with them beyond responding to blue and red colored circles once in a while. There's consumable grenades that help you kill 0.1% of the tyranid population on any given mission. You unlock about one perk per one hour of playing which is far too slow, and perks are disappointing "+10% damage on primary firearm but -10% damage on sidearm" when enemies don't even take enough shots for this 10% to every manifest.
Posted 19 January.
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A developer has responded on 28 Jan @ 7:35pm (view response)
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Showing 1-10 of 42 entries