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Käyttäjän cirreal7 viimeaikaiset arvostelut

Näytetään 1–7 / 7
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 0.4 tuntia
The variety of survival challenges are fun to partake but the game is inherently unfair at its core and often are entirely luck-based when it comes to challenges like button pushing and glass/ice jumping which can end your impressive run just like that. Game is frequently updated with new challenges currently and all randomized each time so there is great replayable value. The only thing missing is third-person view when competing as I tend to get motion-sickness playing in first-view person.
Julkaistu 25. marraskuuta 2021
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
21 henkilön mielestä arvostelu on hyödyllinen
yhteensä 14.5 tuntia (14.5 tuntia arvostelun laatimishetkellä)
Your choices matter in this game. Results may be unpredictable and there is no guarantee of satisfaction or success but the game itself entices you to keep coming back for more in hopes of finding all characters/deaths/endings/secrets/cards as each playthrough is unique with thousands of cards available to be shown.

Actual gameplay is very simple and intuitive: swipe either left or right to make choices that impact your reign which is represented through four distinct meters at top of the screen (church, citizens, army, and wealth). Every decision that you make influences one or more meters in one way or another and it is imperative that you keep all four meters balanced so that none becomes either completely filled or empty--doing so would unquestionably bring your reign to an end. Though sometimes the results of each decision may be completely arbitrary or nonsensical such that the effect on your four meters will often leave you scratching your head and wondering what had just happened. Most of the time, you will also likely wonder what would have happened had you made a different decision.

Unsurprisingly, gameplay feels more natural and fluid on mobile platforms due to game being designed for touchscreen devices; it is perfectly suited as a time-filler for killing some time when on the go or you feel that there's nothing else better to do. The mobile app-like design make this all the more reason to buy the game for your mobile device first and foremost if you are strapped for funds. But luckily in this case you can have your cake and eat it too since both mobile and pc versions can be had for the price of a latte.
Julkaistu 23. marraskuuta 2017 Viimeksi muokattu 1. joulukuuta 2019.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
3 henkilön mielestä arvostelu on hyödyllinen
yhteensä 12.6 tuntia (5.2 tuntia arvostelun laatimishetkellä)
I finished a full 30-day play of papers, please and found that it is a game I would rather enjoy watching people more than actually playing it myself honestly. Doing the checking paperwork thing was cool and refreshing at the start but as days dragon the game gradually became more of a 'chore' or 'work' type of simulation where I forgot that this was even a game in the first place. That in itself was perhaps the essence which makes anything irritating and despicable which simply aggravates me to end and makes me cringe every time I think about it. If players can choose whether to have a timer in story mode for each day or even adjust the speed of such timer that would have been a wiser choice: this removes the pressure of quality vs. efficiency for those who do not desire it--a luxury which is simply not possible in real-life working environments. Also, one should be able to freely modify the key bindings (e.g., tab for inspect instead of pulling out stamps, etc.) according to one’s own preference because I've been mixing up tab and spacebar way too frequently to call it remotely negligible and that has cost me valuable time on many occasions unsurprisingly.

The voiceovers are nothing but mumbles or grumbles from said characters which is palatable to the extent that such a design choice do not really provoke one's emotional nature in any shape or form. Even if full voiceovers are simply too much budget for an indie game, I feel like the developers could have made each individual trying to cross into Arstozka more human-like attributes and not only someone who you'd think of as a mere data block in a registry of perhaps hundreds of thousands of such similarly-motivated people where they would be forgotten as soon as they cross over to the other side. At the very least it would make even the simulated terrorist attacks feel more personal and relatable.

Despite the various shortcomings, I still like this game somewhat and would recommend whole-heartedly to anyone who are forgiving of aforementioned design flaws and also possess feverish sentiment for a vividly-provoking but not quite realistic working simulator that poses itself as a plausible indie game for the masses. With imperfectly implemented in-game mechanics and a whole lot of depressing colour scheme, papers, please is the kind of indie simulator for those lazy Sunday afternoons when you got nothing else to do and feel like working overtime for a change.
Julkaistu 14. marraskuuta 2014 Viimeksi muokattu 15. marraskuuta 2014.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 0.1 tuntia (0.1 tuntia arvostelun laatimishetkellä)
Stick RPG lovers rejoice as you prepare to jump back into the 2nd dimensional world and experience a whole new open sandbox environment filled with unique encounters and sticky characters that will make your adventure like none other. Players who have played the original Stick RPG will ease into this supposed sequel without breaking a drop of sweat—as it is literally all about trying to make a living as a nameless low-class proletarian and eventually climb the ladders to make a name for yourself among city’s elites following your uneventful, albeit painful, return to the 2.5-dimension world of Paper Thin City where it all began and continue to unravel its mysteries in an indirect manner. The ultimate objective of the game is to find and secure all three 4-dimensional objects scattered throughout the city gained thru various encounters which will enable the player to unlock the last remaining secret hideout and confront the antagonist. From the character setup menu the player will get to pick a name for his/her character as well as the usual triad of innate attributes making a reappearance from the original Stick RPG game. The attributes do not have direct impact on the experience of your gameplay (e.g., higher strength does not grant you the ability to deal greater damage in combat, etc.) and only exists to support the overall character path progression system. Finally, there are 6 traits (plus an easter egg) which the player can choose from that will have a heavy influence on an aspect of their play-through.

Right off the bat you’ll notice that you are still a simple drawing with a circle for a face supported by straw-shaped arms and legs so that is not very surprising (what else did you expect to be in a game called “stick” RPG? -.-) The graphics on the whole, though, has improved upon SRPG1 by quite a lot; rendering of in-game artifacts, esp. Buildings and inanimate scenery have been made all that more of an eye-candy and are definitely drool worthy—in this department the developers have outdone themselves. But it is still very much a game coded in Flash in its barebones drawing design aspiration from similar Flash games in its era so don’t expect a change in epic proportions. You can always change the graphical fidelity of the game based on you r personal need via clicking the iPhone in the top-right corner of the screen and click “options” and drag the slider from low to ultra as necessary. Higher setting will result in better quality looking textures, animations, and shading. The game is not resource-intensive at all so you can very well kick it all the way to ultra with pretty much any semi-modern machine or even netbooks which is always the weakest of the PC hierarchy so really no concern at all with machine specifications. A full range of catchy OSTs have also been added to the game as a separate download that you’ll find in your folders. The music in this game wouldn’t be what some people call “cringe-worthy” but hey, SRPG1 was never known for its technical excellence in the sound department so if you bought the game hoping for some beautifully-orchestrated masterpieces from likes of audiophiles who worked with series such legend of Zelda then you are outta luck. Along the lines of better graphical fidelity, also comes a bigger and even more open world for the player to experience. In the DC version of the game players will have access to a total of 4 areas 1 of which is present but not directly open to interaction of sorts—which is decent for a value proposition considering the price you pay for this small expansion along with a small selection of extra goodies. Contrasting to SRPG1, the difference in world size is gigantic which means more random encounters, hidden secrets, and an assortment of outlandish and bizarre real-world references you can get a kick out of (i.e., implied satire & parodying, laughter not guaranteed) that make the experience enriching and unique.

As for gameplay there’s not really a significant paradigm shift (e.g., new mechanics) between this and SRPG1. You move around with either WASD or arrow keys, hold shift to run or use an item such as skateboard (when obtained) for greater coverage of ground in a short amount of time. Lastly you interact with NPCs and inanimate objects such as slot machines or ATM by clicking on them with the left mouse button. Very rudimentary controls. Basically you traverse the city, interact with its residents (or gangs, whatever), and either help (via quests) or intimidate them (via picking random fights on street). You can also take on jobs to earn money then use it to level up your stats like in SRPG1. Almost everything has an RNG component that either benefits or cost you in one way or the other, and in no particular sequence whatsoever. Thus you should keep this in mind.

SRPG2’s most innovative feature would be the cloud-saving system which SRPG1 lacked. When you click iPhone in the top-right corner of the HUD you open the main settings portal that can take you to game options, cheats, and available saves currently stored locally on your PC. To access cloud-saves or be able to save in the cloud you will need to login (or register if you haven’t already done so) into your XGen Account—the same one that you use to play some of XGen Studio’s great Flash games including Stick Arena, Blast Rage Online, etc. Now all your progress in whatever game you are enjoying are all stored in one single account and synced across all your PCs through the cloud so if you wish to play on another PC you simply start SRPG2, log into your XGen account, choose your save file, and voila! You can resume from where you last left off. The only real downside to this doozy of a feature is possibly digital rights management (DRM) so to speak, in that you have to create an XGen account to be able to save and sync your saves online—which might irk some people.

Stick RPG 2 in general feel like a well-done piece of art, continuing its success by integrating new mechanisms and much substance to the game whilst still carrying the traditional hallmark qualities held by its predecessor. There are indeed some parts of the game which need additional tweaking such as the buggy cloud saving function or simple pet peeves like the lack of HP bars on enemies whilst partaking in a boxing match or fight to the death. Also it would perhaps be even more realistic if time actually start ticking away naturally in real-time other than only moving forward when the player initiates a random action such as work a shift at a job or get drunk at a bar, and so on. Lastly, perhaps some degree of simple character customization might have done the game some good—not everyone likes looking at the same bland stickman with a blue head all the time. If NPCs in the game can wear cool sunshades or floundering beards then why can’t we? It’s usually the little things here and there that can either make or break total immersion; but thankfully this deficiency is not at all detrimental to the enjoyment of the game in its entirety. What has been controversial for the most part though, is the price tag assigned to this over 3-years-old game that which was the bee’s knees since its initial warm reception now has become rather quite absurd in concept. The Flash games market is on a slow decline since announcement by Adobe to stop supporting it on mobile platforms in June 2012 which means that future of flash games is gimped as far as eye can see for mobile. It is definitely not the time to start charging high price for Flash games on desktop as it will eventually slowly but surely drive away the rest of the fans who grew up with Flash games in their childhood and cause Flash to truly “die off for good” on the one platform that it once thrived upon as HTML5 continues to relentless chip away at the market share of one of Adobe’s most prominent crown jewels it owns.
Julkaistu 13. heinäkuuta 2014
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
6 henkilön mielestä arvostelu on hyödyllinen
yhteensä 12.2 tuntia
Early Access -arvostelu
A true-to-life visual novel simulating real-life crisis, depression, torment, and sadness. Told in 2 parts, Narcissu 1st and Narcissu 2nd (which actually narrates the events that occurred before Narcissu 1st) both bring out the feels in you. You will not only come to feel that you are just someone who is filled with anguis, pain, and hopelessness after being diagnosed with life-ending disease but worse than that is experiencing the loss of the love and acknowledgement of your very existence as a ♥♥♥♥-sapien by the people who are very close to you or those that share a special bond with you.

You may choose from many translations and having the characters be either voiced or unvoiced which is very nice. The art style is very minimalistic but is quite effective in portraying the setting and conveying the concurrent mood to the reader. The audio tracks are also excellent and noticeably alters the ambient setting in a dynamic fashion to which later events may be foreshadowed when combined with powerful imagery. Both novels are broken up into chapters which also make it very easy to locate and resume from the last checkpoint; and not mentioning a save function that allows continuation from any point in a chapter. The cream of the crop in terms of enriching user experience, in this review at least, is having the ability to auto-advance text with no manual mouse-clicking necessary.

All-in-all you can be sure to possibly shed a few tears along the way--so prepare some cleanex before you dive in. Even if you arent easily perturbed, emotionally-wise, you can still be surprised by how the novel project its powerful elements upon you to a resounding degree which easily invoke feelings of sentiment for the character. it is, in essence, very touching text-wrapped journey that recounts the tale of a girl who is passionate about cars and her tireless endeavours in seeking true freedom and the gift of life.
Julkaistu 21. kesäkuuta 2014 Viimeksi muokattu 21. kesäkuuta 2014.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
7 henkilön mielestä arvostelu on hyödyllinen
yhteensä 29.2 tuntia
Set in ancient japan the skulls of the shogun beckons the player to take hold of a shogun backstabbed by one of his subordinates during a battle aiming to seek revenge after being reincarnated in the afterlife. The gameplay consists of a relatively simple but unique turned-based combat system where the player and the AI each take turns commanding their units in a round to either move, attack, or perform other actions until they run out of moves (5 per side). The player wins if he/she can kill all of enemy units or the enemy general, but must protect his/her own general in the process. Three types of basic units are available from start including infantry, cavalry, and archer where they can be utilised to work together for maximum effect in a scenario. Multiple strategies come into play during each scenario which is unique in their own way such as preventing enemy units from counterattacking when they are being attacked, or positioning one's units properly before the end of a round to minimise the damage received during AI's turn--can be accomplished by either running out of enemy's movement range or hide in a bush which can grant a 20% chance for an attack to miss. The gameplay can become stale were it not for golden skulls challenges and the succinct degree of humour present in the game which, surprisingly, can be quite amusing and definitely goes a long way in making the gameplay experience more satisfying. There are also xp for levelling up and emblems you receive at end of each scenario depending on your performance but otherwise they do not have a direct impact on your gameplay, if at all, whether you are level 1 or 10 you do not possess any distinct advantage whatsoever aside from having bestowed a different title each level. The emblems are purely for asthetic purposes to show off your dedication or time committed to the game, notwithstanding the amount of repetitive grinding just to be able to collect all the rare/very rare emblems either through gameplay or combining them to hopefully obtain the ones you want and then upgrading all or most of them to Gold rank.

There is a multiplayer component in addition to the single-player campaign as well. However, the matchmaking lobby is usually empty majority of times and hence one would have to encompass a gross amount of patience in order to possibly find a mattch courtesy of the ability of the game to continuously search for opponents in the background whilst you wreak havoc in traditional campaign mode or casually browse through the leaderboards and emblems you have amassed. Despite the near non-existence of an online community, I find the single-player campaign infinitely enjoyable on its own and that alone is enough to make this game remarkably innovative and is a refreshing change from the traditional, stagnant TBS mechanisms
Julkaistu 3. kesäkuuta 2014
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
10 henkilön mielestä arvostelu on hyödyllinen
yhteensä 7.2 tuntia (6.3 tuntia arvostelun laatimishetkellä)
All the world's a stage... In this frantic 2-d button-mashing-tastic brawler game with Mr. Pringle and his rogue-like sidekick with a black bandana you go around kick baddies' butts castle crasher style! It can indeed become very repetitive were it not for the clever yet amusing character dialogues/monologues plus ability to deck out your character with special charms unlocked only via challenges presented in most scenes per act. The challenges themselves can be quite difficult to achieve ranging anywhere from as simple as perform a flawless scene to reaching as high as x200 hit combo in a scenario. Charms equippe grant special abilities such as giving you extra combo stacks after a successful parry of enemy attack or increase duration until combo wears off under which you must start accumulating them all over again. Grinding out high combo stack can boost audience mood drastically and also bring you high score multipliers--activating showstopper effect can accelerate this effect and help you reach high stacks faster but cannot be activated too frequently. Efficiency requires timing the activation at favourable windows of opportunity to facilitate earning high combos and score.

Very good game overall if you fancy castle crasher style gameplay, albeit solo most of the time--online multiplayer is dead. Despite the lack of a live online community, you can always grab your trusty fellow sidekick to deliver the performance of a century in local co-op action.
Julkaistu 2. kesäkuuta 2014
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Näytetään 1–7 / 7