9
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Recent reviews by Kleril

Showing 1-9 of 9 entries
10 people found this review helpful
300.1 hrs on record (163.6 hrs at review time)
Early Access Review
Incredibly deep, systems-driven roguelike. There's enough content in the vanilla game to keep you going in a single run for literally dozens of hours, so when you put into perspective that this game has one of the most exciting toolsets for modders to expand upon and add content I've seen in games, you are in for A TIME.

Live and drink!
Posted 22 October, 2020.
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8 people found this review helpful
9.3 hrs on record
Great concept and execution, definitely worth checking out.
It's a deck-building puzzle game, and the early game works really well. Balancing faith needs while trying to improve the lives of your tiny humans all while trying to manage the cards in your hand is a fantastic challenge.

At time of writing, it's a little light on content, but the foundation is SUPER solid. Would be nice to see more varied card / terrain types, and more universal card interactions.
Posted 1 December, 2018.
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2 people found this review helpful
0.6 hrs on record
A half remembered nightmare of a game you never played.

It's a fantastic experience, my only gripe is that there isn't more optional / hidden content.
Posted 8 September, 2018.
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2 people found this review helpful
2,018.7 hrs on record (500.5 hrs at review time)
Early Access Review
I don't quite have the words to articulate how fantastic this game is. If you have even the slightest aptitude for engineering, this will scratch some very deep-rooted itches in your brain.
It's an endless sandbox filled with puzzles that you lay out *for yourself* without realizing it, by virtue of how laying out conveyors inevitably will bump into some obstacle that *you* had put there because it was the best spot to smelt iron or something. An infinite 'a-ha!' moment generator, and a bottomless well of 'oh this would be so much more efficient if I just...'.

A lot of the screenshots on the store page look daunting and way too complex to parse, but that's the beauty of the game. Nobody goes in with that mess of spaghetti planned out, it's just a TON of very simple "Drawing a line from point A to point B" smooshed together without regard to anything other than the immediate next step. The most fun I've had with the game came from embracing this, and playing like a five year old with a bunch of highly industrial lego. My factories are nigh unreadable by anyone but me, so they very much are MY factories.

Mods I'd recommend if you ever get bored of vanilla (i.e. after your first several hundred hours):
Bob's
Angel's
SeaBlock

Now if you'll excuse me, I need to get back to haphazrdly slapping down conveyor belts.
Posted 19 April, 2018.
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No one has rated this review as helpful yet
0.1 hrs on record
A very clever experimental game. It'll take you at most 10 minutes to complete, plus it's free. You don't have any excuse to not check it out.
Posted 11 May, 2017.
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2 people found this review helpful
1.4 hrs on record (0.4 hrs at review time)
A simple and effective premise, definitely pick this up if you're in need of a good local multiplayer game.

It's exactly how you'd imagine a Mexican standoff, but with the addition of giant slow bullets which can be used for area denial as you zip around the board. There are also a surprising amount of customization options to tailor things to your liking (I suggest enabling 'full reloads required' to avoid letting people cheese engagements via spamming reload). It's super fun, and has earned a place in my permanent roster of 'good games to play at a party'.
Posted 31 December, 2016.
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1 person found this review helpful
5.7 hrs on record (3.6 hrs at review time)
This is undoubtedly the most well built puzzle game's I've played.
Every puzzle is elegant in its construction, drip feeding you the ability to unravel the game's mechanics. Something as simple as a wall next to a three tile wide open stretch can fundamentally change how you view an entire stage. Nothing is placed without purpose.
Playing this left me repeatedly floored by its unexpected mechanical depth. Increpare is a master of puzzle design, and this game showcases this with every stage. Passing this by is doing yourself a disservice.
Posted 1 October, 2016. Last edited 23 November, 2016.
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No one has rated this review as helpful yet
2.5 hrs on record
"In a very basic sense, the magic circle of a game is where the game takes place. To play a game means entering into a magic circle, or perhaps creating one as a game begins."

As a horror game, IMSCARED is decent. If you played the 2012 version, this is a more refined experience, and quite a bit longer, though you will tread a bit old ground.
As a showcase of unique mechanics, however, IMSCARED is downright brilliant. Anyone looking for a novel experience needs to pick this up immediately. Thinking of how games can take IMSCARED's core concepts and expand upon & polish them has me downright giddy with excitement.
Posted 7 February, 2016.
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No one has rated this review as helpful yet
5.9 hrs on record (5.7 hrs at review time)
tl;dr: Overall a pretty solid game, if a little rough around the edges. Definitely looking forward to OlliOlli 2.

The Good:
This game has both the charm and challenge of the old Tony Hawk's Pro Skater games, distilled down into a 2D sidescroller / platformer. Moment-to-moment gameplay is absolutely solid. Aside from a handful of cases (due to unfriendly camerawork), all failures are truly your own, making success that much more gratifying. The controls are pretty unconventional, but are by no means bad. Once you get comfortable with them, pulling off elaborate combos is incredibly satisfying. There's definitely at least 10 hours of wonderfully crafted content aside from the eternal leaderboard climb & daily challenges.


The Bad:
The first thing that is likely to irk new players is the controls. There are very few analogues for players to draw from, and the gameplay is pretty unforgiving, which results in a fairly frustrating introduction if you elect to skip the tutorial. The camera is fairly static, centered on the player at all times, leading to some frustrating conflicts with the level design. In the junkyard stage especially, you'll be pitched against obstacles that you will have to have anticipated in advance because the camera placement does not offer you enough information to act before it is too late. This results in a fair bit of trial and error based play as you get a better feel for the levels, which is pretty poor design. Although all stages have a distinct visual style, the minimalist mechanics force their design to feel very same-y. The largest difference between stages is increasing obstacle density and slimming the margin for error, which works OK, but leaves the overal experience feel somewhat bland.

The Ugly:
Fairly bug-ridden. Not to the point where it's unplayable, but if you're not completely taken with the game early on, it'll be frustrating enough for this to sit in your library relatively untouched.
Posted 2 December, 2014.
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Showing 1-9 of 9 entries