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Análises recentes de jimmosio

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Exibindo entradas 11–20 de 40
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my fingers have gained conscience
Publicada em 5 de setembro de 2022.
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TL;DR: If you’ve mostly only played on-foot shooters it can be tricky to play, but it’s a breath of fresh air if you’re willing to learn unfamiliar mechanics. The game itself is short, but quite replayable.

If you’re reading this review, chances are you already know what the game is about, how it looks blablabla. I think it’s a worthwhile purchase if you’re looking for something different, but it’s a relatively short game unless you really like getting good at games. Not to discredit the experience, far from it, I think being resourceful with the maps and focusing the game on mastery is perfectly valid. But on this review I personally just want to focus on my experience learning the game.

My relevant gaming background has been of a good amount of on-foot PvP and PvE shooters on mouse and keyboard, or in general games where you’re mostly handling weapons one way or the other, but I have played absolutely zero “trick games”, let alone on a controller.
It’s fair to say that I got the “weapon” part of the game fairly quickly, while on the tricks side I was just flailing my body in unremarkable ways, and thus reloading pretty slowly. My brain just wasn’t wired to think about movement like that. I say this just to set expectations for people with a similar background, I personally understood that tricks were a part of the game and I was willing to learn.

With that said, I think the tutorial and UI, as of writing, could do a better job explaining the tricks.
My main gripe is with the grabs mechanic: essentially, while you’re in the air, you can move your left stick, potentially multiple times, and then by pressing X you perform a pose, depending on the left stick sequence executed. The tutorial isn’t making sure that the player understands how to do different grabs, though, and the UI is not telling you what grab you’re doing as you’re moving about the stick. By the end of the tutorial, what I understood was that the left stick input was just one input, not a sequence, and I was very confused when the game told me to do an up-down-X grab for a challenge. I did understand grabs by the end of the campaign, but it happened while thinking about the game, rather than through playing the game. What could have helped immensely is if the current left stick sequence was just shown to me on the screen. Considering how the game does have icon terminology for it already, it should be pretty easy for the player to draw the connection between what a certain challenge is telling you, and the arrows that appear on the screen while they’re flailing in the air.

Another UI gripe while I was learning was that I found the weapons wheel to be too eager to disappear. With how time-critical some moments can be, I would have preferred if the game was showing me that dpad up is for the pistols all the time, rather than me having to guess which dpad button it was, probably get it wrong, and only then being shown the weapon wheel. While my brain understands that pressing 1 on the keyboard brings up the primary weapons, 2 brings up secondary weapons et cetera, I had no idea what “dpad up” meant, and I had to learn it by getting it wrong. This could easily be made smoother with an option that shows a reduced size weapon wheel in those situations, just to remind the player of the mappings.

When it comes to the controls, they definitely made sense after getting accustomed to them, but they definitely were a learning curve. It was exacerbated by the fact I was actively getting shot while figuring them out. Again, calmly thinking about the whole thing and replaying the tutorials did help, which are luckily easily accessible. On that note, tutorials can be annoying when you’re doing them the first time, but I quickly realized I would’ve been hopeless without them, so I think they’re worth doing and redoing, albeit not 100% perfect.

As for actually playing the game and finishing the campaign, it was pretty alright. You are essentially forced to replay previous levels to do a certain number of challenges to move forward, but I think it helps with pacing yourself and making sure you actually are ready for the harder maps. You unlock a harder version of the campaign after finishing the last level, and as of right now I plan on taking a crack at it.

Ultimately I am satisfied with my purchase. It was legitimately tiring, but it was an interesting game to learn. There is a lot of juggling of weapon choice, positioning and doing tricks, but boy do you feel the rush when you pull it off.
Publicada em 21 de agosto de 2022. Última edição em 22 de agosto de 2022.
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little timmy played muck once, he is now a vector of efficiency and lethality. the vessel once inhabited by little timmy is now machine
Publicada em 12 de abril de 2022.
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39 pessoas acharam esta análise útil
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never had so much fun whipping out a calculator
Publicada em 25 de março de 2022.
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I've been following the development videos for a while, and was fascinated by the idea of a game in hyperbolic space. The technical feat is astounding.
If this game were using euclidian space, or if non-euclidian space wasn't such an unexplored niche, this game would be bad, no question. I finished the game in 2 hours, I could very well refund it.
But I know that what I paid for is support for the developer. I hope they do their best to make their methods available to others, so that they can focus on the gameplay and not on the non-euclidian math. If I were them, I would look into publishing the hyperbolic/spherical geometry stuff into the Unity Asset Store.
Publicada em 14 de março de 2022.
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5.3 horas registradas (1.8 horas no momento da análise)
i saw the face of god. he weeped
Publicada em 11 de fevereiro de 2022.
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1 pessoa achou esta análise útil
29.1 horas registradas (3.9 horas no momento da análise)
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banger
Publicada em 18 de janeiro de 2022.
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1 pessoa achou esta análise útil
24.0 horas registradas (6.2 horas no momento da análise)
you'll learn to love the restart button sfx from how many times you're gonna press it
Publicada em 1 de março de 2021.
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Ninguém achou esta análise útil até agora
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Análise de acesso antecipado
+runs on a potato
+big damage numbers
+botched chinese to english translation: some things barely make sense
-you don't get to play as a dog from the getgo
Publicada em 21 de fevereiro de 2021.
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1 pessoa achou esta análise útil
21.4 horas registradas (8.9 horas no momento da análise)
Bruuuuum vroooom vrrr Brooooom VBrooooom
Publicada em 27 de novembro de 2020.
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Exibindo entradas 11–20 de 40