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Ostatnie recenzje napisane przez użytkownika Dreamer

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Wyświetlanie 1-10 z 168 pozycji
Według 7 osób ta recenzja jest przydatna
1.0 godz. łącznie
It's eye-opening. I'm not trans, nor have I done sex work, but the descriptions of the pain and self-loathing and hatred resonated with me in a way I wasn't ready for. More people need to talk through their games. Nobody should have to feel bad about opening up about this.
Opublikowana: 12 września.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
27.0 godz. łącznie
Demi :)




Lunacid is a super nice and spice dungeon crawler that is aping titles already mentioned in it's own description. I'll be frank with you, I'm missing alot of old head video game street cred since I've only played one kingsfield game briefly and had no interest in playing any others or shadowtower. I think from the game I played it's just not a type of play I enjoy much and I really really cannot stomach 1st person tank controls. ♥♥♥♥ feels as alien to me as playing system shock with default settings. I'm a youngin at my core.

Maybe that's why Lunacid appeals to me so much. I can name other reasons but all of this game wouldn't work for me if it was mimicing it's inspirations down to the defected bones and atoms that made it. It's alot more homunculus in nature because it's mixing in modern controls and (obviously) modern hardware and some trends. I think it's all to the games benefit and helps it stand on it's own merit. If you can move past the obvious influences, which should be easy for 90% of human beings, it's more than earned it's place among the giants it stands on

ok but how's the game
it's good if you hadn't picked up already. Sometimes I'm left wishing that there was more to combat mechanically. There is only attacks and charge attacks for weapons and only two slots for spells and since some spells are necessary for areas and some provide utility it means that you'll be running one spell for combat. It's only really a bore early game because your viable options are limited and you're likely using your stat points to invest in being able to jump so you can explore better. It also only hurts if you're really trying to be a specialist or invest in one kind of playstyle. I didn't since I was all over the place so I got to use everything that interested me and more. It does hurt the game alot since alot of it is about combat and you do alot of standing away from an enemy, charging up a swing, waiting for a whiff punish and then closing in with some damage. Rince and repeat.

Progression in this game on a character level is just ok. The game does not give a flying ♥♥♥♥ about being challenging or difficult. I think this is kind of fine since the games strengths and appeal would actually be damaged by having combat be difficult. I think the issue comes that it often can be unengaging. Every enemy is pretty much handled the same way and the player progression is limited in scope. Alot of it is also tied to finding weapons and hoping you like the very specific combination of swing speed length and damage that you personally ♥♥♥♥ with. Alot of weapons are pretty disposable and lack a unique flare or feature that would make it more fun to discover weapons.

I'm sure my armchair game idea man brain can workshop a million ways to include a extra mechanic or two to flesh out combat but that feels like missing the forest for the trees. Exploration and finding new ♥♥♥♥ is not the name of the game but should be it's sub-title. It's a good dose of open ended "closed world" exploration like your souls or zeldas or... uh, kingsfields, but leaning way more on having esoteric as ♥♥♥♥ secrets and findings. Secret walls, invisible pathways, shortcuts, and vertically challenging openings oh my! It's got the usual's in that sense. Nothing too crazy or out there but it's all hits and little misses. I do however have a legitimate complaint in my eyes which is that sometimes individual hallways and paths can look too similar to each other. Excluding the straight up mazes, it's easy to get lost because so many areas look almost exactly like each other. Specifically in the mid-game when you get to the tombs and sewers. You can argue it's on purpose but I don't think making ♥♥♥♥ like the inner workings of the forest have a bit more distinct amount of variety room to room.

Real talk though this game is surviving and thriving off of the ever elusive as ♥♥♥♥ immersive elements. I don't actually believe in immersion tbh. It's one of those incredibly personal values that games try to chase but can't ever really get down. I think immersion comes strictly from a players perspective and want to be immersed into a world rather than something a game purposefully achieves. I don't even believe in having mechanics in a game for the sake of immersion but that's my numbers loving, box-ticking addled mind for ya. But still I found myself getting really grabbed by the game.

First off, the games aesthetics are up my alley. Hate on it all you want but low poly models and low res textures just work for me even beyond nostalgia. Something something I want shorter games that look worse, something something. However, I am a big fan of this kind of blending of old D&D esque high fantasy with cosmic and eldritch horror and straight up video game campiness. It's why something like Castlevania hits my neurons so good and nice. Like yeah it's a pretty typical fantasy world with magic and swords and monsters and slimes and...a gun... but the places you explore give it this decrepit edge. You don't just explore a abandoned temple. It's a temple with monks so desperate to escape their damnation to this deep as ♥♥♥♥ well that they undergo a ritual to have their brains operate on it's own magical level so that they can escape the bodily sufferings of being alive. Despite being underground the world has such a large space that a ♥♥♥♥♥♥♥ ocean of blood has formed in it. Describing it probably makes it sound more mundane and tame than it seems but when you're in it it's got this sense of beauty and grace and otherworldliness to it.

This isn't even to speak on the horror of it. The game is a vibe yes and it uses this to make you forget that Akuma Kira is a indie horror game dev. Areas are blanketed in darkness and the ambiance is always pitched perfectly to make you feel like you really are crawling these dungeons alone but a big chunk of the reason it can be even scary is because of some of the monster designs. Even when it comes to the traditional fantasy tropes everything has this nasty gnarled toothy edge to it. Also sometimes it really is just as simple as seeing a ominous message. Death Approaches.

Games full details and vibes like that. Everyone's a victim of time or war or the powers beyond comprehension and everyone is struggling or has struggled to get out or find a way to cope with living as they are. Again it tickles my fancy. Helps that the soundtrack and general soundscape is fan-♥♥♥♥♥♥♥-tastic. From the songs that fit the area just right to the weird but still kinda head nodding bangers. I never found my ears not being pleased in some form or fashion.

I think the last things to really appreciate is the endings and the games total idgaf attitude. It is not hand-holdy, you get very little guidance or hints, the game is about ♥♥♥♥♥♥♥ around and finding out and sometimes you'll ♥♥♥♥ around and find nothing. You can however ♥♥♥♥ around and find something but it's never so simple. Especially with it's endings. Trying to do any ending besides the one most explicitly available means digging through some of the most ♥♥♥♥-ass esoteric obtuse as hell secrets. It does not want you to find it's secrets.

Lastly lastly for real for real is that this game being a small time indie means you can get alot of mileage from being in the know. It's got references to Kira's other works, inspirations and sometimes ♥♥♥♥ they just like. The Valmanway/Crissaegrim just straight up shows up in this game and it's great. Big fan of the overarching kira universe nods too if you know what to look for.

Praise be to Bayagototh
Opublikowana: 8 września.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
2.3 godz. łącznie
For a mod I'm impressed. It's definitely got the vibes and feel of a actual valve title but the "boss fights" this game has are really boring and don't really compare to the rest of the game. Probably never gonna visit it again but it's commendable just for even coming within the echelon of Half-Life
Opublikowana: 21 sierpnia.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
125.8 godz. łącznie
Granblue fantasy is kinda everything I want in an action rpg *at it's core*.

This does not excuse the short campaign that takes 10 hours at most and the 100+ hours of meaningless grindy fluff. I didn't even dislike it the whole way it just stopped giving me progression I cared about once I got every character I wanted with all their skills and my preferred sigil setups. It would've helped if this game had more than a couple dozen bosses to spam at you.

This could've been a cheaper game with a neat and tidy campaign and post game grind for those who care but it had to be this not monster hunter ass ♥♥♥♥. But where monster hunter has decades of monsters to throw at you and compelling missions beyond teleporting into an arena to fight something, granblue has... stats. Lots and lots of numbers.

and these are just the major issues I have with the gameplay loop. Lets not talk about the ultra-busy special effects obscuring half your screen or the frankly ridiculous amount of sub-stats including one that **uncaps** your damage because for some reason your damage has a natural cap???

Again really confusing game here. I had a fun time I'm just kind of scratching my head as to everything around the core combat.



Narmaya can get it.
Opublikowana: 19 sierpnia. Ostatnio edytowane: 8 listopada.
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Według 3 osób ta recenzja jest przydatna
5.4 godz. łącznie (4.8 godz. w momencie publikacji recenzji)
Akuma Kira fan plays 2nd Akuma Kira game. What follows will shock you!

Disclaimer: I'm a Kira dickrider. There's a *je ne sais quoi* about their games that always has me willing to shoot my shot for them. With that said I will probably sound like I'm ♥♥♥♥♥♥♥♥ on this game in this review but be aware that I'm putting on my ultra flaming hot gamer "critic" brain for this one. Expect nothing and receive less. Spoilers Ahead!

Reader I'll be so ♥♥♥♥♥♥♥ real with you. I'm a gigantic ♥♥♥♥♥. I'm startled easily and I'm quite squeamish to typical disturbing content found in games akin to this. I don't like being in the dark when my area is unfamiliar and I especially don't like being in dingy dark dank disgusting dirty domains. I also don't like being chased and I don't like being jumpscared (as do most people.) So I don't know if I can tell you that this game is really scary as it kinda hits all the marks to make my sensitive ass curl-up into a ball.

The sewers, the cult environments, the grime so plentiful you can almost drown in it, the abandoned train station. Just about every area had me atleast a little on guard with the exception being the lab. I've just played too many an RE game to be unsettled by a desolate lab filled with horrors so that might be on me.

The game also just sounds ♥♥♥♥♥♥ up. It's loud and a bit cheap when it comes to it's scares that use audio but there are also some clever bits of off-putting sounds, the beginning segment in the sewer comes to mind especially the bit where you can hear something whistle back at you. Every other sound is abrupt and distorted and did I mention loud? I like the soundscape overall but I can see issues with it.

Now the real meat and potatoes to chew on are the context and challenges the game offers.

Lost in Vivo is like if Kira slapped together all their favorite ideas from every horror game they've played. It's a petri dish combining the genes of SCP, Doom 3, a big gluttonous helping of Silent Hill and PT, and maybe a few others I can't be bothered to name. The main sticking point is that you have a main character with severe mental issues going through a series of events and environments that may or may not be related to their trauma and also may or may not be actually happening. To be frank, it's all not to important feels very half-assed in this. This isn't to insult the theme or narrative itself as I'm sure someone out there felt seen or affected by this significantly. I just can't give it the credit because the theme is sorta just there. If you've played you probably know what I mean but the game doesn't really have a main character to act as the backbone for what could've been a strongly reinforced theme. The main part I did connect with was willing to fight literally everything because of a dog you fancy. I love my real life dog so I was happily willing to project that part of my life onto the game for that. The game also has some poor excuses for endings. All of them are crawling out of a sewer and with a change of lightning and sound for when you're out and then getting a text crawl telling you how the ending is supposed to be. The Secret ending giving the old god a childs skull was probably the best for me because I love ♥♥♥♥♥♥ up endings like that but it's very weak sauce.

And now with the actual playing the video game part is the part were things almost fall apart. With the exception of the Sledgehammer, every weapon in this game is lacking in either actual performance or pleasing. The shotgun comes to mind as it looks and sounds nice but the game just has the most ass out ♥♥♥♥ first ♥♥♥♥♥♥ up hitboxes(???). You can fire that ♥♥♥♥♥♥♥♥♥♥♥♥ pointblank into some enemies and ♥♥♥♥ won't even register as a hit. Meanwhile the pistol is ultra-accurate and fires as fast as you can click the mouse, but looks like amateur's roblox weapon (I haven't played roblox I'm sure that itself might be insulting.) The knife is there.

Enemies are really grotesque and awful sounding and LOUD but there's very little threat from them beyond when they are literally in a wall just enough to hit you but not out of it enough to be hit. On that note the levels and ♥♥♥♥ you do is also somewhat dull. It's like bite-sized Resident Evil and Silent Hill levels but lacking any real challenge of the former or the intricate mechanical and contextual weaving of the ladder. Still had me ♥♥♥♥♥♥♥♥ bricks you could lob through a window though so it was effective at that. Back to enemies for a split second I do enjoy the creature design alot and it lends itself just enough to that early 3d art-style enough that I actually had a bit of appreciation for them when I got the model viewer mode.

With all that aside it is very cool to see Kira make a more structured horror title. That was the main reason I got to this. I always knew about spookies and this games existence but actually playing it has me appreciative of this devs improvement. It has me excited for the other works made. I also enjoy the weird connected universe tidbits. Tape 3 was a fun one to dig in for you know who. I'll probably never play this game again but this is a game I don't mind throwing to my friends like bait to vicariously reexperience this game for the first time.

Dani is a good girl and deserves only the gentlest of nuzzles and pats and tummy rubs.
Opublikowana: 6 sierpnia.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
7.1 godz. łącznie
I now understand what it's like to really ♥♥♥♥♥♥♥ suck at a game you adore

Pizza tower is unapologetic post-modern platforming ♥♥♥♥♥♥♥♥ goodness. It's all at once aesthetically pleasing and filled to the brim with quirky animation, but it's also ugly in a way that kinda horse-shoes it into doubling down on how appealing it is.

I don't need to say ♥♥♥♥ about the music because I know you've already heard it before reading this. It's great and some of the tracks here I'm willing to say put even some of the greats to shame. ♥♥♥♥ had me bopping my head continuously after every play session

Now the unfortunate part of all this is that the gameplay is just too much for me and my slow decrepit rotting brain and hands. I love Pizza Tower, but Pizza Tower does not love me. I am simply not of the pedigree required to play this game in a way that makes it enjoyable. I'm the loser who regularly gets poor Peppino hurt all the time, never hitting a single S rank, struggling and crying and ♥♥♥♥♥♥♥♥ my pants during a mission. I liked playing it but I just cannot truly judge my experience because I suck too much ♥♥♥♥ at this game.

For now...

I can feel it in my bones that I will eventually come back to this game. It calls to me to improve to a level where I can squeeze what I can out of the levels and mechanics. I haven't had that feeling in a long time and I look forward to when I eventually give in and lock myself in my room for weeks on end grinding away at my rust.

Best track is Deep-Dish 9's. Guitar sounds like acid honey being poured sensually down my ear.
Opublikowana: 30 lipca.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
1.9 godz. łącznie
Just kinda too simple to be any sort of fun. Figured the game out really early and so it was just moving units according to where I need them and not really making a plan of defense. Still fun
Opublikowana: 14 czerwca.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
0.8 godz. łącznie
10$ for a game that takes less time to complete than a pizza you could buy for the same amount. Two pizza's if you eat little caeser's and with about as equal quality. 4th game is so acidic to the eyes with all the moving backgrounds and elements that it was the most memorable part because it genuinely hurt my teeny weeny eyes.
Opublikowana: 13 czerwca.
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Według 2 osób ta recenzja jest przydatna
6.9 godz. łącznie (6.7 godz. w momencie publikacji recenzji)
Monty is probably doing kickflips in his grave over this
Opublikowana: 12 maja.
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Według 26 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
64.1 godz. łącznie (63.8 godz. w momencie publikacji recenzji)
More games need to just unapologetically steal the job system from this game and I'm not kidding
Opublikowana: 12 maja.
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