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Recent reviews by Kirra Luan

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Showing 1-10 of 13 entries
No one has rated this review as helpful yet
287.7 hrs on record (199.8 hrs at review time)
(I'm one of beta tester of this game since this game under closed beta) so something I had played too much and no feeling:

1. The scourge system is too insane. Included the too long distance, poor loot and high difficulty combats.

2. Five chapters bring too less fresh feelings. Skipped Chapter 1 because I played too much. Chapter 2 is the most serious one on this problem because too much goblins. Chapter 3 is the one which the most bugs existing and there's a gem challenge calls destroy 3 treasure cats still no change even many players had complaint this is a unreasonable challenge and hope something update. Chapter 4 has the least issues, just need to adjust the chaos speed in master. Chapter 5 is the longest one on the progress but different plans don't bring different experiences.

3. The unbalanced weapons system has lots of space to fill and expand. intelligence weapons are well enough due to the op weapon - dark tome, another excellent staffs and various element types add more flavors too. Strength weapons lack of excellent single hand weapons because none of them can pierce, less element types on swords too. Awareness weapons are good choices on support damage, but bows has the same issue too - pierce weapons are too less and hard to find suitable upgraded weapons in the middle period. Talent weapons has the most serious issue because lots of them still under development so only a few of them available in games and they can't become the final choice due to poor damage. Luck weapons lack of diversity too.

4. Many designs are lacked or done so bad. Such as you can't pick up your landboat when all members enter the safe camp, the kraken's head is too hard to select, can't give all golds to a player immediately, the big wizard hat looks funny enough but it will block most of info on the player's hud etc. Lots of details still need to be polished.

5. Skill design on characters are extremely. Many of them is quite powerful but another ones are useless. Stablehand and pathfinder is golden characters who must bring in each game because of strong potential on their passive skills but on the opposite, shepherd and woodcutter's skills is biase on being green leaves with that red flowers. Herd for a sheep is too weak in the most time and low proc to summon a wolf can save its status. Hold a double-hand weapons to trigger splash damage is no sense when the player has a cannon.

6. Not sure why the dev team so hyped for the merc system. It's too expensive in the beginning and middle period and useless in the late period because of the economy update.A few chapters will not update towns too often so it means hard to get suitable weapons from towns. Mercs means give money to hire a full-growth character but they looks silly instead of looks reliable because a level bug and the target of firearms is limited. Of course in the late period, your only choice to cost your golds is hire a useless merc because no item is value enough...

Reasons above just part of shortness which I found in this game so I'm hard to say this is a complete work which can get avoid the label, early access even they had tested it for a long time and collected lots of feedback. Under the current case, I can't give the positive review to recommend it to new players.
Posted 2 December, 2023. Last edited 17 June.
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8.6 hrs on record
The logic of puzzles in each part is quite complicated that this is what I want in an adventure game: various, easy to control and no limit step/time. Follow the own rhythm is very cozy and I'm appreciated that different puzzles has connected together, The game connect four colours with a strict and beautiful way which from easy to hard, from two balls to four balls. None of them will quite hard or quite easy. It guides me solve one by one under a clear way.

That's my feeling for puzzles in cocoon. Solitaire is the only logic puzzle I playing recently because I lose the most enthusiasm on puzzle games. But cocoon heal me with a wonderful, comfortable and smooth way.
10/10. It deserves it. Good job!
Posted 4 October, 2023. Last edited 21 November, 2023.
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8.4 hrs on record (7.4 hrs at review time)
Figment series is on the top of art and music without doubt. They give me a bunch of surprises and immerse me in the fantasy world they created by a series of details.

The improvement

Figment 2 has created open-mind & closed-mind modes. These modes need to switch each other to help your character cross different islands. With the help of that, the visual effect is not influenced by the reduction of themes. So many interactive elements are added in 2 compared with 1, such as you can step on drums, opening eye will block your path, playing music by running on piano keys or wood planks etc. Although the whole process took less time for me, but content that I played was more. Serious chase, long trials and different goals provide various experiences and immerse yourself in this figment by comfortable rhythm.

The difficulty

The way to keep difficulty in Figment 2 is a trend to change different ways and extend advanced steps on this frame. Only cannons join in the battle at the beginning, but rolling colourful balls, cannons and monsters come together to test your skills. The maze of ethics follows the same rule, puzzles from three books to eight books. Due to the necessity to tell the story, 2 change the level design from individual maps instead of checking points. Collections are more convenient to get since the iconic stone is updated but still hard to achieve 100% in each part.

The weakness

The process in Maze of ethics is too long, that’s the only question I can complain about.

The excellence

What surprised me the most are:
1. As a beginner of arena shooter/action-adventure games(? not sure it's an accurate type), these games are pretty friendly so the enthusiasm doesn't disappear by hard combats
2. The various and gorgeous environment design really enjoyable for players who have strict requests and focus on details, lots of surprises I got from them so I took a bunch of screenshots

The positive attitude and brave spirit to face a nightmare from Figment series are pretty inspirational for me, that’s why strong resonance is playing when I connect with them.
Recommend playing it! 10/10
Posted 26 August, 2023. Last edited 26 August, 2023.
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No one has rated this review as helpful yet
25.4 hrs on record (25.3 hrs at review time)
As a fan of 1, I buy it immediately after it's out. It's an excellent puzzle game bases on different paper puzzles and doing well on training a few strengths by different puzzles.

The Improvement

Although it still keeps 21 levels, the own experience on each experience is better than 1 because more steps need to be done, more clues need to be found, and more inspiration needs to be. Each level has its own walkthrough, it's a primary goodness that keeps me playing and finishing all of the main levels. Ways to think are more varied, fold the floor plan/cut pieces/draw routes/compare/permutations and combinations and so on. Each way has many branches depending on levels, so players can take the achievement of solving puzzles from different perspectives with the same strength. It means more pleasure players can get when they're doing the right steps but also means more depression players can get when they're not getting what the developer wants them to do. So many levels have done a good job on the puzzle's design. For example, one of the levels did its best to connect spellings that got from each room together by a grid net/ one of the levels applied patterns on its paper sticks so well/one of the levels created a complex hierarchy etc. Players always can be shocked by little surprises developers leave on different levels.

The difficulty

Players who played 1, and 2 are familiar with its interactive way. But 2 cut the meaningful spelling and replaced it with combinations of any and up/down/left/right arrows. The progress is focused on observing and understanding rules due to this change and it's a good thing. Cut papers, folding papers, colouring dots and marking information players get in the game is the main quest. Due to a few levels needing colours to help, it's not friendly to colourblind people. Not all levels are easy or hard. Lv.4, lv.5, lv.10, lv.17, lv.19 and lv.21(The progress to discover the enter spelling) is hard for me. Another level is normal because not so many blocks to figure out spellings. Three of the hardest levels: lv.17-No.1(crazy work and complicated hierarchy) lv.10-No.2(rigorous and surprising steps connection) lv.19-No.3 (calculation of multiple routes in the single map). So the difficulty curve doesn't follow the order strictly.

The weakness

Difficulty curve is up and down/interact ways are various means
1. There are many levels that aren't as wonderful as players expected, such as levels after lv.17 aren't satisfying enough because it's too strong.
2. Players can't apply their strengths which trained from this game on the progress stably so they may need hints and walkthroughs often
3. Walkthroughs are confusing sometimes because players don't notice this clue/doesn't has this background of knowledge/hints itself is vague(such as the hint in the number of room in lv.5 just gives 123 to clarify players need to count, it can be misunderstood as the order easily)

The excellence

The same level's amount and unique interactions means:
1. The playtime isn't much different from the previous one, keeping a fresh and exciting experience under the same frame of level designing
2. More possibilities are added and expanded to fulfil the optimization and improvement for the difficulty and the fun
3. These new possibilities left more wonderful memories for players by shocking and exciting them and giving them the power to share

Recommend buying and playing it immediately!
Posted 12 February, 2023. Last edited 26 August, 2023.
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1 person found this review helpful
1.3 hrs on record
Levels: 87

Mechanic: 2D close hooks/3D close hooks/special point to connect wires/choose different shapes to connect wires

Cons: Not any creative mechanics and not many levels which mix mechanics I mentioned together.

Pros: still keep a cozy rhythm to play. Easy to beat all levels if you have enough patient. More levels compare as 1 so playtime is expanded too.
Due to this price, not a bad casual puzzle game.

Recommend to: people who wanna casual puzzles/relaxing on playing logic puzzles/had played Hook 1.
Posted 29 June, 2022.
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1 person found this review helpful
0.1 hrs on record
Why I can't move at the beginning???? The optimizing is so bad. All is foggy and these can't turn into clear status, this seems a slow world and every movement/controlling is very very very slow then it still keep this status although I close sync. I can't play anything although the art in the game is good. Goodbye.
Posted 16 January, 2021.
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No one has rated this review as helpful yet
20.5 hrs on record (20.4 hrs at review time)
物超所值的密室逃脱。
原价110元,打折后48元购入。
三个教程与十七个不同的关卡组成了这款游戏。
你要做的就是观察每一个地方,记下线索整理关系得出咒语。
密室逃脱的精髓——记笔记并整理分析在这款游戏里被原汁原味地进行了还原。
麻雀虽小五脏俱全——短短十七关里揽括了众多常见的谜题并且作出了创新,比如折叠平面图就让我赞不绝口。
针对不同的难度,每个关卡都有对应的限定时间,欲初见就在每一关的限定时间内完成该关是一件非常有挑战性的事情,当然难度高低取决于玩家的经验多少。
游戏里完成全部关卡后,还有一隐藏关卡与七隐藏成就等玩家的慧眼将其挖掘,其彩蛋设计与成就设计难度合理,起到了在这段愉快的侦探之旅画上圆满的句号的作用,但是十七关偏少的关卡数也会让玩家意犹未尽。
附:
个人通关感想
2020.12.24,是我开始这趟未知的探险的日期。
2020.12.31,是我结束这趟未知的探险的日期。
我对玩到了一款以纸笔谜题为核心的密室逃脱游戏表示很高兴,这是我第八次玩密室逃脱,作为一款密室逃脱游戏,它是配套提示做得最完善的一款,给我带来了一次最丰富的密室逃脱经历。
无论是关卡的整体趋势还是单关里的难度曲线,它都完完全全做到了由简至难,全部谜题中三个提示需要方向感的谜题深得我心。
走迷宫很简单,但是还原迷宫呢?
看方向很简单,但是旋转方向呢?
嗯,还有。。。字母与数字之间的转换啊电力魔法色彩魔法传送魔法追踪魔法啊摩斯密码相对位置物品数量数字大小啊等等。
更多的精彩关卡,赶紧购买游戏一探究竟吧!
Posted 31 December, 2020.
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2 people found this review helpful
17.4 hrs on record (17.4 hrs at review time)
This is not a game, exactly it’s a series because wonderkid development had launched the reverse version of it on 11th December, 2018. I had played many elegant puzzle games, such as kensho is good at immersing players in the nature music’s vide, superliminal is good at breaking the normal thinking, macdows 95 is good at getting surprises to players, etc. Obviously, this one still make a deep impression for me, why?
The answer is it’s good at creating the creative mechanic.
Charming and tricky mechanics makes wonderful levels

Turn-based and tower defense is double elements which seldom be seen in puzzle games and mix them together perfectly isn’t an easy thing, but wonderkid development does it all. Stop triangles which will move one step after you block one hexagon grid is the core of the gameplay. Two types of block ways (single click, double click and one-turn double click)/triangles (one step/double steps), three types of grids (restrict to click, allow to click and portal), three types of magics (freeze, eliminate and cheat) forms in the full version. These are arranging in four chapters orderly and keep the difficulty curve is smooth to make sure players don’t stick on one level too long time.
Appropriate arrangement makes wonderful experience

96, maybe this is a huge number for you, but it’s an appropriate number for level design. Every chapter has its own new mechanic and you can play it with previous mechanics, it’s not only a good way to review all mechanics but also the key to keeping player’s enthusiasm from start to end. Of course, the more mechanics in-game, the more difficult for a developer to alter and implement how many levels be needed to let players master the mechanic and feel how brilliant it’s. Hexa Turn used four chapters to make sure players can learn something new and master at the mechanics-combining levels so that players will not give up in the middle of the process.

Immersive music and minimalistic art style makes wonderful vide

Grey is the middle color between black and white, the origin of gris also from here. These are appeared in many artworks and games, hexa turn is one part of them. Clear but crafty, simple but graceful, strong but delicate. Puzzle game is not only a tool for expressing creative ideas but also a tool for expressing their own opinion about colors applying. I’m happy to see more and more puzzle games make their own music more and more various, immersive and charming. Colors in games will be lost half of soul if without suitable music and audio, it’s suitable for describe it.

At last, If you don’t wanna stop to play it, buy the bundle of hexa-series is a good choice.
Hope you enjoy it!
Posted 17 December, 2020. Last edited 17 December, 2020.
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A developer has responded on 18 Dec, 2020 @ 10:57am (view response)
No one has rated this review as helpful yet
20.5 hrs on record (20.5 hrs at review time)
This is the best sokoban puzzle game I met. The theme is creative, the gameplay is various and the visual effect is elegant. Nothing is prefect, but it still make a deep impression for me.
Pros:

1. 115 levels can provide a wonderful experience from different zones (Float prisms/float tiles, tiles which only allow to slide, Colors exchanging, mystery platforms, regular octahedron and many of them to mix)
2. The combination of colors changes with different chapters and create the best visual effect

Cons:

1. The difficulty curve is more and more sheer at first but it drop down at the middle and grow up at last, it’s not smooth
2. Nothing to find…
My general playtime: 18.6 hours
The simplest chapter: Part 4(colors changing)
The most difficult chapter: Part 2(float tiles/float prisms)
The most trick chapter: Part 3(tiles which only allow to slide)
Posted 5 December, 2020. Last edited 17 December, 2020.
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2 people found this review helpful
2.6 hrs on record
发光粒子遇上45度角,多彩主题遇上各种音乐,这就是它,Mixolumia。

(一)与众不同的游戏逻辑

俄罗斯方块的变种里,敢于打破常规的屈指可数,rotohex是为数不多未采用方方正正的题板与方块作为游戏规则设计之基础的游戏,而作者正是因它而得到灵感最终有了Mixolumia。Rotohex利用旋转整理落下的三角形的玩法让作者深受启发,那么如果在这个基础上将方块旋转45度,会做出什么?
由于方块旋转了45度,因此方块会斜着分开是这个游戏玩法的创新之处。在这个基础上,方块有了更多组合消除的可能性。正方形、九字形、经典形(三消)、金字塔形等等都能派上用场。方块消除方式的多样化使游戏乐趣更丰富,也提高了对玩家的快速反应的要求。

(二)丰富多样的游戏模式

Mixolumia共有六大模式,分别是marathon mode(马拉松模式,也是标准模式),endless mode(无尽模式),rush mode(冲刺模式),intense mode(地狱模式,也是进阶模式),relax mode(禅模式)与 impossible mode (不可能模式)。而这六大模式分别从不同的方面照顾到不同群体之间的需求:

Marathon mode(马拉松模式)
目标:清除450个方块
难点:用时尽可能短
目标群体:新手玩家/休闲玩家

Endless mode(无尽模式)
目标:清除尽可能多的方块
难点:如何坚持更久
目标群体:进阶玩家/休闲玩家/熟手玩家/大师玩家

Rush mode(冲刺模式)
目标:在两分钟内尽可能得到更高分数
难点:如何快速提高速度等级
目标群体:进阶玩家/熟手玩家

Intense mode(地狱模式)

目标:清除450个方块
难点:如何在最高速度等级下坚持到完成目标
目标群体:进阶玩家/熟手玩家/大师玩家

Relax mode(禅模式)
目标:无
难点:无
目标群体:休闲玩家/新手玩家

Impossible mode(不可能模式,本人猜测解锁该模式即可获得一个隐藏成就)
目标:清除450个方块
难点:如何战胜开发者的魔咒
目标群体:极少数天才

个人经验:刚入门最好先通过禅模式摸清楚方块的消除形式有哪些,然后通过马拉松模式建立自己的反射弧,之后冲刺模式提高自己的反应速度,反应速度上去后就可挑战地狱模式延长自己的存活时间,直到自己可以轻松完成挑战模式后就可返回无尽模式面对终极挑战——自己的极限坚持时间能有多久。(噢当然,随着不可能模式的加入,大师玩家们的选择多了一个。但是据开发者所述“我不想剧透如何解锁不可能模式”,所以我觉得这个秘密得交给你们解开了)

(三)鹤立鸡群的个性定制

这是Mixolumia里本人最喜欢的特点,没有之一。
由于这部分需要亲身体验,所以这里仅提供方法:
主题:想浏览游戏里的默认主题可在设置》颜色里通过左右方向键选择,想自己DIY主题可点击 https://mixolumia-palette-picker.netlify.app/?0=000000&1=1d2b53&2=ffffff&3=ffec27&4=29adff&5=ff004d&name=Monochome%20Dark 通过复制生成的颜色代码到 steam/steamapps/common/mixolumia/data/palettes (需要先删除原先[0]的内容再粘贴,注意不能删除[0])
音乐:此款游戏之前在itch.io提供了自定义音乐包的功能,具体制作方法可点击 https://www.mixolumia.com/makingmusic/ 浏览。更多音乐包请前往 https://itch.io/c/1110361/mixolumia-music-packshttps://davemakes.bandcamp.com/album/mixolumia-ep (后者是付费音乐集,有能力的玩家可付费支持)
由于这是一款外国人制作的游戏,因此该游戏有discord服务器,里面有更多本人制作的主题与外国玩家制作的背景音乐,欢迎点击 https://discord.gg/RscfXZDkpm 进入以领取更多主题与音乐包。

结论

与众不同的俄罗斯方块,不来试一下吗?

附:之前本人对的mixolumia的推荐:https://mp.weixin.qq.com/s?__biz=MzIzMTY4ODU2Mg==&tempkey=MTA4OV9KeFg5NzRFSnFiMlRQS0N2ZTlHUFAwUXZPVGxpMEpRdVBzbVotQ2NzRlhRaGxYNUNyWUp2a1lnYVdwNjJ1YTlueE5UWkdVZEFlOFRDeF9JUFB5aE12N0dnbTFSaEE5ZE5uMVhTcm41RFBoMHFuM0RmbzN2Y0dHOW5GTHNQOXhFSHRtanZNU016dGROWGhhRWszNDdxLWlwSzJ3TGtEekZtWGhZVGtBfn4%3D&chksm=68a111245fd69832b92b123448b2ed532a1436769982ef87b5fa547e7baef5a9bee7fe757837#rd
Posted 30 November, 2020. Last edited 17 December, 2020.
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Showing 1-10 of 13 entries