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Neue Rezensionen von ac429

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Ergebnisse 1–10 von 34
1 Person fand diese Rezension hilfreich
2 Personen fanden diese Rezension lustig
10.7 Std. insgesamt
I don't like how it asks you to sign up for a news letter on the title screen. It advertises other products, too. It really takes me out of the mood to play this game, before I even start. Plus, this is the same cultish, manipulative behavior that the game is supposed to be highlighting...
Verfasst am 22. Juni 2024.
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Niemand hat diese Rezension als hilfreich bewertet
12.9 Std. insgesamt (3.2 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
It's tough and not very casual friendly. It always feels hard and stressful. It has a satisfying sense of progression, though. If that works for you, then you might enjoy this game.
Verfasst am 21. April 2024. Zuletzt bearbeitet am 22. April 2024.
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5 Personen fanden diese Rezension hilfreich
15.5 Std. insgesamt (1.3 Std. zum Zeitpunkt der Rezension)
The game mechanics are quite good. There are different difficulties available. It also has a good amount of tutorial explanations. Your party members are all different and have different mechanics. If a party member is defeated, they come back in the next battle, so no worries on that.

There's also a lot of replay value. The story has different branches, and there are different "point of view" options. You can also choose how you spend your resources between battles, emphasizing different characters and playstyles in each playthrough.

Overall, this is a very approachable but challenging SRPG.
Verfasst am 17. März 2024.
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2 Personen fanden diese Rezension hilfreich
11.2 Std. insgesamt
Early-Access-Rezension
I really like this game. It’s not a Frostpunk clone. It’s not a Banished or Farthest Frontier clone. It’s really trying to do its own thing, while taking influences from these and other games.

There are two big things this game does not have that you should know. I think this is a good thing:
1) As far as I know, there is no combat. That is good, because I think a half-baked combat system would make the game worse. It’s better to just focus player and developer time on the resource management and population needs challenges. The production and labor balancing is challenging and fun.
2) There is no logistics system. When a gatherer or a workshop makes a resource, it is instantly available for anyone, even on the other side of the map. Again I think this is good, because with limited development time, I would rather they make a solid game without logistics, than to make a flawed logistics system or get stuck in development hell forever. That being said, there might be more complex logistics systems on the horizon, because there is a larger world map to build a resource network on.

I’ve played for over 10 hours, and I still feel there is lots to explore and try out. I’m excited to play more of this game, so I recommend it.
Verfasst am 28. Januar 2024.
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Niemand hat diese Rezension als hilfreich bewertet
16.1 Std. insgesamt (13.5 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Wow, this is really good! I'm about 13 hours in, and I want to play a lot more. The game is still in early access, but here are five things that are already in the game, and that I really like:

1) Firstly, the art design and soundscape is really cute. Whenever I hear them talk, I just want to pet them. The music really encourages you to do your best, too. Like Ratropolis, the previous game by the devs, the game takes itself very seriously, which invites you to take it seriously, too.

2) Secondly and importantly, the logistics and production and UI are really good. You can tell workstations where to take or put resources and products. It tells you how much effort (roughly time) it will take. You can tell storage boxes what to hold or not hold. You can set conditions on production, like don't waste logs on making more planks, if the colony already has 50 or more planks. There's also rail and elevators, although I haven't tried them out, yet.

3) The exploration is fun. For me, games like Dwarf Fortress is fun because I'm excited to see what resources I might strike in the next layer. This game also has that feeling, where finding a copper cluster is exciting, because you just feel your potential wealth go up. You still have to smelt it and use it for something, which makes me excited for the future of the colony.

4) The economy system is pretty interesting, and took a lot of thinking. You can set your taxes, welfare, even prices. It's not so much you're paying people. It's more like you're keeping the economy circulating. The way the game simulates individual ratizen's wealth and income and work is very unique and cool.

5) Lastly but not least, you play as one specific ratizen, the princess of the colony. This means that you cannot omnisciently look at anywhere in the colony or the caverns to be explored. You see and interact with what the princess can see and interact with. This really gives your colony a feeling of scale and vastness, similar to Satisfactory. You really need to automate everything, including tax collection, because you cannot be everywhere at once. It's a bit like Factorio, in that regard. I haven't really seen it much in colony sims, and I think this is amazing.
Verfasst am 3. Januar 2024.
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Niemand hat diese Rezension als hilfreich bewertet
38.1 Std. insgesamt (12.4 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
I really like it! It's a Vampire Survivors clone, but I think it adds enough to stand on its own feet. How they package sets of upgrades behind gods, and how not all gods will show up in each run, really makes the upgrade puzzle fresh and fun, each time. The gear collecting is a lot of fun, too.

The game actually reminds me a lot of Path of Exile. If you like PoE, you'll probably enjoy this, too. It has that sense of "How will this passive interact with this skill and this piece of gear?" You wonder if you can break the game, and yes, you can! Also, if you enjoy cruising a few maps for how they feel a bit different each time, then this game delivers that, too. Right now, there's only ONE map, and its order of events is the same. But it feels different enough between different builds and gods helping you, that it stays fun. You can increase the difficulty to get more rare loot, too.

No complaints, very good!
Verfasst am 21. Dezember 2023.
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7 Personen fanden diese Rezension hilfreich
17.0 Std. insgesamt (11.0 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
It's a pretty middling 5/10 game. You kind of know in the first 10 minutes what you can see in the rest of the game. If that's okay with you, then you might enjoy the game. What makes it a thumbs down for me is the User Experience. I'll give you a few examples.

A) Whenever I click on a building, I can see what resources it uses, but I can't see how much of that resource I have in the town or where in the town. I have to click around in other buildings and other menus to find that out.
B) How you send soldiers to fight animals or raiders is really clunky. You have the barracks put a flag somewhere and the soldiers go there, but by then the enemy has moved on. You can also select the soldiers and direct them yourself, but only after they have left the barracks. You then wonder why you can't just tell the barrack to do that in the first place. It's in a really bad place between making you micromanage, and then making the micromanaging hard.
C) You can't tell buildings to take resources from specific stockrooms or from within a specific range. Then, they end up getting a cabbage from halfway across the map, or something. These are common controls you can find in other resource management games.
D) Also, the game wants you to make organic looking settlements that curve to the natural environment. But, you'll probably play in the plains without hills, and make cookie cutter neighbourhoods that you saw in youtube, because the game doesn't teach you anything. The game does not have a blueprint functionality, so you'll painstakingly do it all by hand.
E) The game doesn't teach you anything, so you'll learn everything on youtube and not practice any creativity, yourself.
F) I wish the merchants had a big clock next to them, telling you when they will leave. You take all this effort to shift things around to sell it to them, and then you look away for a second, and then bam, the trader is gone, and the thing you were going to sell to them is collecting dust in the trade depot, unsold, and unusable by your workers.
G) I wish I knew where the wagons are going and what they are trying to move and where. I wish there were different view modes, where you can see where your villagers are already hunting or fishing or foraging. The UI just makes me feel so lost about what's going on.
H) The RTS controls are horrible. You have no idea who you have selected. You can't shortcut them with ctrl+1, etc. You can't select additional units with shift+highlight. If you tell them to move somewhere, you don't know where they are anymore. There's no minimap. If you move villagers somewhere, they loiter there, and you can't tell them to get back to work. Why is it like this? This is a veteran development studio. They should know better than this. It sounds so basic, but it's so frustrating that it's not there.
I) Where are the fishers and hunters working? I have no idea. I placed the circle somewhere and then forgot. Clicking on the fishing hut afterwards gives you no clue where the actual work location is.
J) How long does it take for a cobbler to make some shoes? It can be 10 seconds, or 3 minutes. I have no idea. The game doesn't even tell you how long it takes, or if they are 25% complete or 75% complete.

Between these things, it's not really a fun game to play, even if the underlying concept is pretty cool.
Verfasst am 2. Dezember 2023. Zuletzt bearbeitet am 2. Dezember 2023.
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6 Personen fanden diese Rezension hilfreich
22.2 Std. insgesamt (15.1 Std. zum Zeitpunkt der Rezension)
The boost system is really cool. Definitely a good innovation on top of the Slay The Spire formula. Each character adding their own deck is also a great addition. This adds a lot of replayability, by mixing and matching the characters.
Verfasst am 3. November 2023.
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2 Personen fanden diese Rezension hilfreich
10.6 Std. insgesamt
It feels very frustrating. You never know what's going on, story-wise. The party members never get along. You can't check what your stats are, before making a stat check. Enemies don't respawn, so you can fall behind, exp or gear-wise. You can't sort items in your inventory. 10 hours in, I just hit a moment where I didn't even know why I was playing this game.
Verfasst am 20. Oktober 2023.
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150 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
272.5 Std. insgesamt (144.8 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
I highly recommend this game. It's one of the few 10 out of 10 games for me.

What makes this game so great is that building the 100th settlement is just as exciting as building the 1st settlement. They do this by limiting what tools and resources you have available to work with in each run, but also giving you clear and achievable goals. So, the puzzle always feels fresh, with new solutions to think through.

The game also has a long and great meta-progression system, and many tiers of difficulties. The dark fairytale rainpunk vibe is also really engaging.

This game is for anyone who wants a challenging but low pressure, methodical resource management game.
Verfasst am 28. September 2023.
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