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Metro tarafından yazılan son incelemeler

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128 sonuçtan 31 ile 40 arası gösteriliyor
35 kişi bu incelemeyi yararlı buldu
3
kayıtlarda 1.1 saat
Introduction
Star Island is a short and sweet boss rush game with practically no plot or story surrounding this game. You’ll be tasked with defeating multiple bosses consecutively to earn a badge that presumably makes you more respected in this world or something. Even though there is little replay value after finishing the game once, the time that I played through Star Island was an enjoyable one.

✔️Pros
• Short and sweet boss rush game
• Cheap for the asking price, though not much content
• Can be slightly intense at times
• Bosses all have somewhat unique attack patterns that can be difficult to dodge at times
• Nice visual art style throughout the game
• You’re given some maneuverability mechanics to help fighting against countless bosses

❌Cons
• From the looks of it Star Island looks like a reskin of all the other developers games with some subtle differences
• Not much replay value after completing it once
• The visual effects are a bit too much at times, to the point where sometimes you don’t know what’s going on
• Constant sound of your weapon firing gets irritating quickly

💢Bugs
• Pressing a button in the menu will also result in your character shooting or using a potion, whichever one you pressed
• The sound effect slider also adjusts the music volume at the same time

🕹Gameplay
Boss Mania
Star Island doesn’t waste your time with any sort of story or plot and just throws you in with the bare minimum amount of information required for you to get going. You’re able to change your character to have different starting stats before you go headfirst into battle and that’s all you can do to prepare.

The game revolves around mini-boss battles that you have to defeat consecutively without dying in order to win a badge with no real incentive to why you want this badge in the first place. These bosses are all somewhat unique with different attack patterns that never get complicated to learn but even though their attacks are simplistic, you have to pay attention to what sort of elemental attack it is. Some of them you can use the invulnerable frames of the dodge to avoid taking damage, whilst others you have to get completely out of the way to avoid taking damage.

Unfortunately, the game doesn’t get all that complex in general, half of the time you’ll be holding down the shoot button that constantly fires either left or right that has the range of the entire map and because it shoots so much you slowly move backward whenever you fire from your weapon. The other half is dodging the bosses attacks which can be brutal sometimes depending on how quickly they attack or their range. You’ll be given visual indicators to show you where the attack will be and what elemental attack it is. You’ll need to be quick with spamming the dodge button for some attack patterns.

Despite sounding rather dull, the game actually presents these boss battles to be slightly thrilling and exciting to defeat. Even though you can defeat these bosses within a few minutes, it can still feel slightly intense as sometimes you won’t be given much time to shoot the boss before having to concentrate on their attacks to avoid taking damage.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2218400665

Dodge, shoot, dodge, repeat
Your character has a small amount of maneuverability mechanics to help you fight against these bosses. One of the main mechanics that will help get you out of trouble is gaining a 3-second shield after either taking damage or using a potion. It helped out a lot, especially when you get to the harder bosses and their attacks start slightly stack on top of one another, without the shield you’d take constant damage so I really appreciate this mechanic. Apart from the shield, you also have a dodge that has invulnerable frames to avoid taking damage from specific types of attacks.

Stats also play a big part in Star Island and even though it’s pretty bare-bones you still need to pay some sort of attention to it. Your attack, defense, life regen, luck and attack speed are all pretty basic, and even without trying you will easily be able to max them out quickly within the run which is particularly needed on the higher difficulties.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2218399139

🎧Music & Sound
The soundtrack is simplistic and even though there isn’t much variety, there is enough to keep it interesting for me to leave it on. However, all the sound effects are drowned out by the sound of your weapon, and since you’ll be shooting a lot of the time, it gets extremely irritating quickly. Of course, there’s an option to turn off the sound effects but the sound effect slider turns down the music as well.

🎨Graphics
Visually the game looks fine for what it is, even though the same sort of colour palette is used for most of the levels there’s a small amount of variety which I appreciate and sometimes completely different backgrounds. However, the visual effects seem over the top to the point where sometimes it’s hard to understand whats going on. From your weapon firing to the boss using their attacks which can range from a simple massive explosion to a plane flying over and shooting constantly there’s just too many effects that clutter the screen.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2218399845

The bosses you come up against only really come in a handful of different shapes and sizes until they start reusing the same ones but with different colour schemes. It does seem a little lazy, but you have to appreciate the bigger boss battles that are a lot more unique and memorable than the smaller and less impactful ones.

💭Closing Thoughts
Despite Star Island being a relatively short game (and looking like a reskinned game from the developers’ other titles), for the asking price what do you expect? You might get an hour or two worth of entertainment but there’s not much else once you’ve completed the game for the first time. Even with the added difficulties, there isn’t much replay value but the game is definitely enjoyable for the hour or so you’ll be playing it.

This product was reviewed using a free key provided by the Developers
Yayınlanma 3 Eylül 2020. Son düzenlenme 17 Ekim 2020.
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131 kişi bu incelemeyi yararlı buldu
4 kişi bu incelemeyi komik buldu
10
2
2
2
kayıtlarda 34.1 saat (İnceleme gönderildiğinde: 34.0 saat)
🎤Introduction
Nexomon: Extinction is basically a Pokemon game with a few different mechanics, but never strays too far away from Pokémons’ original form. The battles are fun, the world is amazingly designed and exciting to explore, there are tons of Nexomon to enslave capture and the story is intriguing. Even though there are a few problems here and there they don’t fault the enjoyment of this game all that much.

✔️Pros
• The game has quite a sense of humor
• The story was compelling and well written throughout
• 9 different starters to choose from, however they don’t feel unique
• 381 unique Nexomon to capture and train
• Capturing Nexamons has some depth to it
• Different pre-made characters to choose from
• Battles are quite difficult since the wild Nexomon and Tamers scale with your level
Nexomon isn’t as tediously grindy as Pokémon

❌Cons
• Sometimes jokes feel forced into more serious moments
• The EXP system is can be annoying
• New moves are boring and practically worthless at higher levels
• Because you can’t fight several trainers at once without tons of healing supplies you’ll more than likely avoid a lot of them and you’ll eventually find yourself under-leveled
• No feature to show you where Nexomon you’ve seen in the wild previously, so catching all 381 Nexomon will be frustrating
• End game is just catching legendaries, unless you’re trying to complete the Nexodex there isn’t much point

📖Story
You are a young child in an orphanage who is picked out to be a Nexomon Tamer one day, a few escalated scenes later and you're given the choice of a Nexomon starter. With that under your belt you set off into the world, finding out about the Tyrant war that the human race seems to be caught in the middle of and so you selfless help to try and put a stop to this war even though it seems way out of your league.

The story was interesting enough to hold my attention for the entire 30-ish hours and gave me a reason to read through all the dialogue. There’s a lot of humour as well that almost always hits at the right time, only a few times the jokes seemed forced since it was in the middle of a serious scene. It’s clear which characters had more thought put into them than others, but overall all the characters were decent.

🕹Gameplay
Poké Nexomon! Gotta… get em all!
You can’t overlook the fact that a lot of work went into this game, it doesn’t try to hide that it’s a Pokémon type game even though it crosses the fuzzy line of being a clone, with different names for things and some new mechanics to make it feel a little different from Pokémon. However, you’re probably interested in this game because you want to play a new Pokémon type game and that doesn’t necessarily mean Nexomon is bad, it tries to be different in a number of ways. However, some of these differences cause more problems that weren’t in Pokémon.

Picking your starter is probably one of the more memorable aspects of Pokémon, they’re unique since you can’t find them in the wild so it becomes a valuable asset to your team that you can’t replace. Even though Nexomon gives you 9 different starters to choose from, these aren’t as unique or valuable as a starter should be. Without much effort, you can easily find these starters in the wild and some of them don’t really have good stats either. I suppose this flexibility gives you the option to change your starter if you find another but then you don’t have that attachment with the starter you chose in the first place.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2216885241

Battle me fellow Tamer!
Battles are practically the same as Pokémon but with a stamina bar added instead of PP points for each individual skill. Each skill takes a specific amount of stamina points and each Nexomon has a stamina stat to determine how much stamina they have. It does change the mechanics slightly, but it also adds to the annoyance of having to refill their stamina bar either by healing or using potions.

Mechanically, every fight in Nexomon is a lot more even than in Pokémon. You won’t be able to bust your way through several Tamers before having to heal, even if you have a type advantage. Thankfully the Tamers can easily be avoided as you explore the world but that then leads to your Nexomon eventually being under-leveled because you’ve had to avoid them to try and make it to the next town. You can fight every Tamer, but unless you have a bunch of money to spend on healing supplies you’ll constantly be going back and forth to healing centers. Tamers do scale with your level as do the wild Nexomon so even if you have to grind it isn’t much of a problem. None of this really hinders the battles too much to make it unenjoyable, more of a slight inconvenience that you'll occasionally be reminded about now and then during the game.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2216888517

A wild Nexomon has appeared!
There is a diverse and large variety of different Nexomon to catch in the wild and the annoyance of being randomly encountered by them in the grass has been replaced compared to the older Pokemon games. You can now see the grass moving to indicate where the encounters are which move to different spots every 20 - 30 seconds. Even though there are still parts in the game where you’ll have random encounters (in caves and specific locations) the encounter rate is small enough to not get annoying.

Capturing Nexomon has some added depth to it to increase the chances of a successful capture, lowering their health, giving them status effects, feeding them their favorite foods and capturing them in specific Nexotraps that correlate to their type will all help increase the chances of capturing them. It even goes as far as showing the percentage of how likely you will capture that Nexomon. There’s also a small mini-game every time you try to capture a Nexomon where you have 5 seconds to press the buttons in the correct order.

🎧Music & Sound
The music is very Pokémon like but still sets the tone for more serious scenes as well as the more light-hearted and humorous ones too. Each town has its own unique soundtrack that really suits the place that you’re exploring, even though it’s simplistic it really does set the atmosphere well throughout the game.

🎨Graphics
Nexomon does a brilliant job at making each area you discover feel and look completely different. From an extremely vibrant and colourful floating island to a more gloomy and haunted abandoned town, each area feels exciting and new to explore. The character and Nexomon designs have clearly been worked on a lot with a lot of attention to detail which is surprising since there are 381 different Nexomon to catch.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2216886856

💭Closing Thoughts
If you like Pokémon then Nexomon will definitely feel familiar to you, you might even get a sense of nostalgia from the old Pokémon games. It definitely has the upper hand with specific things that Pokémon doesn’t, but that does however bring its own problems. But these problems don’t really hinder the enjoyment of the game all that much. It’s quite easy to look past these flaws and enjoy the game from start to finish, if you’re a Pokémon fan then this is a must buy.

This product was reviewed using a free key provided by the Developers
Yayınlanma 1 Eylül 2020. Son düzenlenme 17 Ekim 2020.
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14 kişi bu incelemeyi yararlı buldu
kayıtlarda 1.4 saat
🎤Introduction
Escape from Skull Dungeon is a relatively short and sweet puzzle game that can be played solo or co-op with up to three friends. The puzzles are varied and interesting and the visual style is consistent throughout, it’s just a shame that the game isn’t as long as I would’ve hoped for.

✔️Pros
• Unique and varied puzzles
• A enjoyable short puzzle game for an evening
• Consistent and varied graphics

❌Cons
• Pacing of the puzzles was a little inconsistent
• Relatively short (1 - 2 hours max)
• Music is pretty forgettable

❌Bugs
• The start game button didn’t work, had to restart the game

🕹Gameplay
Puzzles
The puzzles that you’ll have to solve are very varied, mainly because the game is so short that there aren’t that many puzzles but I digress. Each one that you come across will be different and force you to look at it in a different way than the previous puzzle. From simplistic puzzles such as finding a switch to raise some platforms to grab a key to unlock the door to more complicated ones that require you to solve riddles and then translate that to numbers somehow by observing the environment around you.

It never felt like the game was reusing the same gimmick for a puzzle, they were all unique and different in their own way. Some of them were clearly more team-oriented than others which made each team member feel like they were contributing to help solve the puzzles in some way or another (even me and I suck at puzzles), and some you just need basic knowledge to solve.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2210353282

One thing that kinda threw me off a little was the pacing of the puzzles that you encountered throughout. Sometimes you’ll finish a difficult puzzle only to find yourself in the next room with a simple riddle and be able to figure out what you’re doing in a few minutes. It just felt kinda off to solve an easy puzzle straight after a rather difficult one, throwing the idea of slowly increasing the difficulty of the puzzles out the window.

It’s over already?
The main drawback this game has is the length, it feels way too short with only a single dungeon to escape from. It would’ve been nice to have different dungeons to choose from each with their own set of puzzles just to get some more playtime out of this game since after you’ve completed it the first time, there is practically no replay value for the game afterward. This game could last a maximum of two hours maybe more depending on your experience with solving puzzles.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2210353470

🎧Music & Sound
The music in Escape from Skull Dungeon is pretty forgettable and it doesn’t help that after a few minutes of being in the same room trying to figure out the puzzle that the ominous music just stops. It definitely added some kind of atmosphere, but really it isn’t much of a deal-breaker when you play a puzzle game like this.

🎨Graphics
Even though the visual style of the game isn’t the main appeal of a puzzle game (who would’ve guessed), I still appreciated the different areas that you explore as you progress further into the dungeon to keep things feeling fresh and new. Puzzles often required you to observe your surroundings and sometimes count specific objects to help solve a puzzle. The characters also have a decent amount of variety, though there is no walking animation so you’ll just slide over to wherever you are ‘walking’ to.

💭Closing Thoughts
Despite Escape from Skull Dungeon being relatively short, it was an enjoyable experience to play with a group of friends for an evening. The puzzles were varied enough to keep things interesting and even forced us to work together to make it easier for each other. Overall, if you’re looking for a short puzzle game to play with a group of friends for an evening, I’d recommend getting this one.

This product was reviewed using a free key provided by the Developers
Yayınlanma 27 Ağustos 2020. Son düzenlenme 17 Ekim 2020.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
82 kişi bu incelemeyi yararlı buldu
1 kişi bu incelemeyi komik buldu
2
kayıtlarda 8.3 saat
🎤Introduction
Bite The Bullet is an RPG shooter that peaked my interest with it sharing a similar visual style with Metal Slug. However, what I played was an absolute mess with so many issues and faults with the gameplay that it made the majority of my experience wishing that the game would finish sooner.

✔️Pros
• Gives off Metal Slug feel with its visuals
• Some amazing looking levels
• One thing I can vouch for is the games soundtrack

❌Cons
• Areas feels overly repetitive since each mission has 3 to 5 levels to complete the mission
• Some pathways lead to dead ends leaving you to aimlessly look for the right way to go
• Can get lost in the labyrinth-like levels which have dead ends and no real guide to show you where to go
• Weapons are as generic and bland as you can get
• Environmental hazards can sometimes be placed in such a way that it stun locks you
• Skill tree is overwhelmingly big
• Bosses never had that much depth to them and didn’t feel satisfying to battle
• Controls feel very stiff in your normal form and too floaty in your bulky form
• Whilst in animations you can still take damage
• The nutrients you gain to upgrade weapons you lose a certain amount of them every time you jump, despite this game being a platformer...

❌Bugs
• Everything stopped moving and stayed in their idle animation, had to force close the game
• Music skips when proceeding with dialogue

🕹Gameplay
Missions
Unlike Metal Slug the missions on Bite The Bullet are mediocre at best with very little differences between them. Level design is a major disappointment with parts of levels clearly being copied and pasted over and over again. The levels themselves are either too big to navigate so you’ll just run through the level effortlessly or are too labyrinth-like where you'll get lost. The level design is so bad that sometimes you might get lost as to where to go and your only indication is the checkpoints that you find.

If the level design in missions weren’t bland enough, the game decides to have 3 to 5 levels per mission just to stretch the game out. These levels don’t serve much purpose besides allowing you to upgrade your character, which the upgrade tree is overwhelmingly massive to be able to plan ahead as to which path you’ll focus on. The only difference between these levels within the same mission is that sometimes you might find yourself in a different location. The new enemies will be shown off within the first level and rarely does a new mechanic get introduced to make the game interesting.

Your objective in each level is to get from point A to point B whilst shooting a bunch of zombies and robots that ‘stand in your way.’ But they don’t really get in your way at all as you can just run past them, it feels like they’re there just to distract you from running through the entire level ignoring all the enemies. The game tries to ‘increase’ the difficulty by cramming in more enemies on the screen which does take a toll on your health if you play effortlessly but still isn’t challenging enough to make you have to think about what you’re doing.

Bosses are just as bland and boring as the rest of the game, they lack any sort of depth in their attack patterns to make it satisfying to defeat. Even though the designs of these bosses look amazingly detailed, it seems that they completely disregarded all of the attack patterns. The biggest insult to injury is the final boss, it’s extremely difficult compared to the rest of the game because it just transforms into all the bosses you’ve previously fought up to this point expecting you to defeat them with the three lives given to you. Even one of these enemies can stun-lock you because of the way the platforms are designed, and if you die using all your ammo, you’ll have to go and grind for more as the game doesn’t give it back to you.

Despite how cool some of the weapons might look, the majority of them are underwhelming and generic. You have your standard rifle, shotgun, flamethrower, all the weapons you’d have in every shooter game. The game really lacks any sort of creative weapons that would be interesting to use.

Eating Everything
The main mechanic that this game has to offer is being able to eat enemies and food, which restores your health, gain certain nutrients (protein and fat) and also fill up a bar that transforms you into a bulky blue version of yourself. Since health drops are uncommon to find, you’ll rely on eating enemies and food to restore your health. However, the mechanic is very short-lived as quickly showed more problems and issues that the game had.

First off, every time you eat something you get stuck in a short animation that not only interrupts the flow of the game by having to wait a few seconds every time you eat, but you can also take damage from enemies whilst in this animation. So the health that you gain from eating enemies can be negated by an enemy shooting you whilst you’re eating.

The nutrients that you gain from eating is used to upgrade your weapons, you can find food products that will give you a massive boost in fat or protein. It’s a nice detail when you have way too much fat your character feels a lot heavier, walks slower and looks fat, whilst if you have a lot of protein your character has more muscles. However, this mechanic is flawed since it takes thousands of both protein and fat to just upgrade one weapon and since eating enemies doesn’t give you much you won’t upgrade your weapons very quickly. But, what’s even worse is that every time you jump or take a hit you lose a certain amount of fat and protein. This not only discourages players to look for secret areas but forces them to not jump that much despite this game being a platformer as well. The only way I could upgrade my weapons was when I found a secret area with a bunch of boosts and then would have to immediately upgrade my weapons before I lost all of it from jumping too much in a platforming game...

When you whilst your character eats, however you can still take damage from enemies around that pretty much negates that health you just replenished from eating. It’s the same with every animation in this game, a certain enemy can grab you and hold you for a few seconds whilst dealing damage, on top of that other enemies can also shoot you if they are close enough. It’s frustrating and annoying, make the animations shorter (at least for eating) or make me invulnerable for a short amount of time.

🎧Music & Sound
The soundtrack is probably the only part of the game that I enjoyed the most, it’s heavy metal and would’ve suited the game perfectly if it was more fast-paced. But even then, it definitely added some tension to the game even though half the time it was way too easy.

🎨Graphics
The art style of Bite The Bullet is the best thing this game has going for it, the pixel art is surprisingly high quality, the especially the bosses have a lot of attention to detail in them. Unfortunately, because there are so many levels in one mission you’ll probably get bored seeing the same environments over and over again and will want a change of scenery by the time you complete the mission

💭Closing Thoughts
Bite The Bullet has no substance to it besides mindlessly running through the level and shooting enemies that you come across. There’s no depth to its mechanics and it feels like the game was stretched out purposely, which still only amount to around 8 to 10 hours playtime. It might look appealing with its Metal Slug like visuals, but the gameplay is extremely boring, repetitive and just not fun.

This product was reviewed using a free key provided by the Developers
Yayınlanma 23 Ağustos 2020. Son düzenlenme 17 Ekim 2020.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
71 kişi bu incelemeyi yararlı buldu
1 kişi bu incelemeyi komik buldu
3
1
kayıtlarda 45.0 saat
🎤Introduction
The first 20ish hours of Littlewood was an enjoyable experience, the appeal of building your own town definitely added to the charm of this title. However, the problems became more clear the more that I played this game, it gets overwhelmingly grindy and the mid to late game reward system is unbalanced to the point where tools given to you aren't useful.

✔️Pros
• A lot of decorations to build your town as well as some customisation options
• 15 different characters all with their unique personalities
• Charming pixel graphics, though lacks attention to detail

❌Cons
• Lacks any sort of depth in its mechanics
• Town building lacks essential moving tool
• End game is extremely grindy, the ending is locked behind this
• The cave and forest areas are underwhelming and boring to explore
• Way too little energy even with all the upgrades, makes days go by way too fast
• Rewards are either worthless by the time you obtain them or are given to you too late to be of any use
• The game takes away your freedom to create your own town with certain mechanics

🕹Gameplay
Town building
The main appeal for Littlewood is building your own town. The game gives you a lot of different buildings and decorations to use to customise your town the way that you want to. From decorations to raising the ground up which gives the town more depth, there really is a lot you can do to make it your own. However, after you’ve put hours into making your town look perfect you’ll realise that it was all a waste of time. Once you have residents move into your town and you build their homes, you’ll see that they have needs for their home. Specific furniture and decorations for their house are fine for the most part, but then they want to be closer or further away from specific buildings and wanting to be on specific ground levels. This mechanic completely screws up the fact that you’ve spent hours trying to make this town look the way you want to. Having to awkwardly raise the ground for one house can completely ruin the look of your town and takes away a lot of freedom you thought you had.

For a town builder, you can’t overlook a tool that selects a chunk of land to make it easy to move structures you’ve already created. But alas, Littlewood doesn’t have such a tool meaning that any land that you’ve created for the town you’ll have to reconstruct elsewhere if you want to move it. The lack of this essential tool discourages the player to remake their town or even put any effort into making their town look nice.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2198127272

Hobbies
Littlewood feels like it put all its eggs into one basket, but even the basket that holds the eggs has holes in it. It feels like there was a lot of attention that went into the town building aspect but very little on everything else. Unlocking the new areas to explore was somewhat exciting at first, but after unlocking them it only went downhill from there.

You’ll unlock a cave to mine ore, a forest to cut wood, another small area with more shops etc. However, the cave and forest areas get boring and feel grindy the more that you play. There’s no variation to these areas, they just serve as a purpose to gather materials. You’ll also be able to unlock different parts of these areas after getting that skill to a specific level which at first had me excited. Again, disappointment arrives as every single area looks exactly the same, the only real difference is the chance of spawning rare materials. Not to mention, leveling up the skills to level 30 and 60 takes a long time because of how low your energy meter is.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2198127324

Your energy meter is pretty self-explanatory, you cut down a tree, mine some ore etc. it goes down. The problem is there isn't enough energy for each day (even with all the energy upgrades) and that too many things take up energy. You wanna compliment someone? Wanna pick up an item from the ground? Wanna craft wood into planks? All that takes up energy. That doesn’t even take into account gathering materials from the forest and cave areas, which can drain your energy in a minute or two.

The only real unique hobby this game has to offer is a card game that feels like its been added to try and distract you from the endless grinding. It’s a pretty simple card game that doesn’t take too long to understand and honestly has more depth in its mechanics than all the other hobbies in this game. For me however, it wasn’t very appealing so it didn't distract me too much from the grindy gameplay.

Neverending Grind
It’s no secret that every farming type game has some kinda grind to it, but what makes it less grindy is all the other side content to keep you interested (exploring caves, fishing, talking to residents, town events etc.) that breaks up the grind. Unfortunately for Littlewood, the grind is as obvious as night and day the further that you progress. When you enter the mid to late game you’ll realise how bland and tedious the gameplay is. You’ll constantly be on the search for rare items to sell to make an NPC appear to unlock the final area (after playing this game for 40 hours (20ish of that was grinding) I still haven’t unlocked the final area yet).

What’s more, you’d think that grinding for materials as well as leveling up your skills would yield beneficial rewards to help make this grind less tedious right? Well again, you’d be wrong. The rewards you get are utterly useless because either your so far into the game that the onion you got as a reward you already have 200 of, or the tool that you’ve acquired isn’t useful anymore because you’re so far into the game. The locked level 99 chests are completely redundant, for example the reward for reaching level 99 farming is gain three times the amount of crops you harvest. By the time you’ve reached level 99 you’ll have vegetables to feed the entire population and more so gaining more vegetables when you harvest them doesn’t help.

The same can be said about completing the residents' needs. You’ll work tirelessly to obtain the blueprints to then grind for the materials to make it to then get a stupid reward that is either a piece of furniture, a decoration or an upgrade to one of your tools which is completely useless since you're so far in the game.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2198127358

🎧Music & Sound
The soundtrack is simplistic and sounded similar to Stardew Valleys soundtrack which doesn’t necessarily make it bad. But, when a game is this grindy and the music reminds me of a much better game, I'd rather just want to play that game instead. It also doesn't help that there isn't much variation in the soundtrack between different areas.

🎨Graphics
The art style is simplistic pixel graphics, which doesn’t take anything away from the game and even compliments the charm that this game has to offer for a couple of hours. However, it lacks attention to detail, when its winter in your village the visuals don't change in other areas.

💭Closing Thoughts
The problem with Littlewood is that it’s too simplistic and lacks any sort of depth with its content to keep the game fresh and interesting. Even the town building is flawed, with the lack of moving chunks of land you’ve already built and having to fulfill the residents’ requests which can completely ruin your town. Overall, Littlewood is let down by a lot of end game grinding, frustrating mechanics and useless rewards.

This product was reviewed using a free key provided by the Developers

For more critically honest reviews of mine, check out Metro’s Review Corner
Yayınlanma 15 Ağustos 2020. Son düzenlenme 18 Ekim 2021.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
43 kişi bu incelemeyi yararlı buldu
kayıtlarda 29.0 saat
🎤Introduction
ReversiQuest2 is a tactical RPG game that never impressed me, only disappointed me the longer that I played it. The combat feels weak the more that you progress due to lack of adding new and interesting mechanics to keep me hooked, the game is unnecessarily grindy and drags the game out and to top it all off it’s a mobile port with little to no changes to the PC version, the only difference is the increase in price.

✔️Pros
• The game gives you the option to replay levels to collect all the chests and to go down paths you couldn’t the first time
• A handful of different types of pawns to equip and experiment with
• Several loadouts allow for strategic gameplay
• Pixel styled graphics have a lot of detail put into them

❌Cons
• Mobile port with little to no changes except for the DOUBLE increase in price (PC version: £15.49 Mobile version: £7.50)
• Combat isn’t expanded upon enough to make the game feel refreshing throughout
• Some grammatical errors here and there
• The game gets relentlessly grindy
• There’s no close game button, you have to alt-f4 out and then close the window
• For such a grindy game, I expected more variety to the soundtracks in different areas
• AI can be dumb and sometimes kill themselves when they’re at low health

❌Bugs
• Crystals that are shown that you have when buying from a merchant is actually how much gold you have
• Sometimes an item will be shown as a number instead of what the item is called

🕹Gameplay
Combat
Combat in ReversiQuest2 is kind of unique, but at the same time, the uniqueness of the combat system wears off pretty quickly due to how repetitive it gets. Each area has a set map that you’ll traverse, your goal is to reach the end of the map and defeat the boss to progress. Along the way, you’ll come across enemies, chests, shop keepers etc. Combat is pretty simple, you have a set number of pawns for each battle and every turn you can place down one pawn that would flank the enemies pawns. To have any effect, the pawns that are flanking have to be the same type (healer, attacker, mage, thief etc.). The more pawns you are flanking, the more damage you’ll deal, the more health you’ll restore, the more magic power you’ll gain etc. depending on what type of pawn your using. That’s pretty much the entire combat system.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2187118775

You’ll be limited by the number of pawns you can equip for each loadout, as you level up you’ll be given more cost to equip pawns with and therefore be able to have bigger loadouts. Depending on the pawn you choose and what level they are will determine how much they cost, so there is a fair amount of strategy involved. It’s also nice how you can create several different loadouts and change between them depending on what enemy you are up against before entering battle with them. The pawns you have equipped also determine your maximum HP and MP, more healers will give you more HP and more mages will give you MP. It adds a small layer of strategy but it was never big enough that I felt the need to factor it in every time I was creating a new loadout.

Unfortunately, the combat never feels new or refreshing throughout most of the game. The introduction to new pawns on each chapter changes the combat slightly, but never enough to keep it interesting throughout the game. Adding different types of pawns and some environmental hazards can only go so far, when you have such a grindy repetitive game you really need to keep the combat interesting all the way through.

Relentless Grinding
Progressing through each area and advancing to the next chapter slowly becomes a relentless grind after the first couple of hours. Since the monster level is usually above yours by one or two levels (if you're on par with them on the mission you're on), you’re practically forced to go back and grind on previous levels for exp. You can however do levels you’ve already completed on harder difficulties, and gain more equipment to equip on your pawns. But this relentless grind makes the game feel more drawn out than it needs to be, you’ll find yourself getting bored of replaying the same level over and over again to both gain more exp and to open chests that you couldn’t previously get to since you can only move forward and not backward.

What makes matters worse is when you unlock a pawn you only unlock one level of the pawn (example you might unlock LVL 3 Attacker but not LVL 1 or 2) which you might think is a good thing. However, the higher level the pawn the more they’ll cost to have in your loadout, so if you want a couple of LVL 1 attackers because your main character is more focused on magic and you just want to fill out the rest of your team then you’ll be forced to replay the mission again on an easier difficulty which provides no challenge or satisfaction.

Upgrading gear for your pawns also requires you to replay the same level on different difficulties, if you find the same gear then it will level it up. Considering you can only move forwards, it might take you up to five attempts to reach all the chests just to find the weapon you were looking for in the first place. I can’t stress enough how much of a grind this game is, and its really not an optional one either. It would be a different story if some of the elements were randomized but their not. The only thing that is randomized when you enter a level is where the enemies will be placed.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2187118756

🎧Music & Sound
For a game this long and grindy, it would’ve been nice to have more of an extensive soundtrack whilst in combat. After listening to the same set of sound soundtracks over and over again whilst grinding in the same areas I was starting to get really bored of it. There really needs to be more variety to compensate for the amount of hours you’re likely to spend on this game. When you’re traversing the map outside of combat though, the soundtrack does well to represent the environment that your in, its just a shame that 90% of your time will be in combat and not exploring the map.

🎨Graphics
There’s a nice level of detail with the pawns, depending on what class they are will correlate with the colours that are used on the pawns (Attack is red, Heal is green, Magic is Yellow etc.). The board that you move on is also very bright and colourful, you’ll traverse through different landscapes and come across refreshingly different environments with contrasting colours compared to the last area. However, when the battlefield gets filled with pawns it gets a little difficult to look at and just looks really messy, hard to figure out what would be a good move.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2187118808

💭Closing Thoughts
The fact that ReversiQuest2 is a straight-up mobile port with little to no changes to the PC version, as well as costing twice the amount compared to the mobile version holds it back from my recommendation. Even if there were some major overhauls to the PC version, the grindy and repetitive nature of the combat was sometimes unbearable and made me cut my sessions short whilst playing through this title. If you still find ReversiQuest2 interesting then go buy the mobile version, there’s practically no difference between PC and mobile despite the increase in price.

This product was reviewed using a free key provided by the Developers

For more critically honest reviews of mine, check out Metro’s Review Corner
Yayınlanma 4 Ağustos 2020. Son düzenlenme 18 Ekim 2021.
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kayıtlarda 3.8 saat
🎤Introduction
Shivering Hearts is a story-based role-playing game that’s based around the choices you make and what you say to people. The story is short and sweet, with humorous dialogue, a simple story concept to keep you hooked till the end along with some interesting characters all with their own situations and backstories. The problems occur when you try to get the different endings, despite some dialogue being different when you say something different, it almost always felt like I'd get the same ending.

✔️Pros
• The writing is both detailed and humorous (occasionally breaks the 4th wall)
• Beautifully hand-drawn graphics
• Specific choices you make may have consequences
• Short 2 hour story-driven adventure

❌Cons
• Even though the art style is hand-drawn there is no animation in the backgrounds making everything feel static and lifeless, despite the environmental sounds playing in the background
• Some end dialogue assumes that you talked to a specific character even if you haven’t
• Not as many endings or different situations I found myself in when doing things differently

🕹Gameplay
Story
The story of Shivering Hearts follows two adventurers (yourself and your childhood friend Rin) who find themselves in a small town known as Shivering Hearts. There seem to be a lot of people dying in this small town in a short amount of time and it’s your job to find out what’s going on. You’ll meet a handful of different characters dealing with their own personal problems which you can help them with. Each character has a unique personality and acts differently depending on what you say to them, which keeps the story interesting all the way through. Despite the story only going on for about 2ish hours you’ll definitely find it interesting and want to talk to all of the characters you come across on your small journey.

The writing throughout is a combination of being serious and humorous, though the game clearly knows when to make something funny. Some of the dialogue choices are fourth wall breaking which got a small laugh from me every now and then, as well as how some of the characters act. There are times where there are more serious situations that you have to take care of and the game recognise that and doesn’t try to make it funny. It’s enjoyable from start to finish and is interesting enough to hold your attention for your first playthrough of Shivering Hearts

Choices
Shivering Hearts does have branching paths depending on what you say to people, that is if the branching path was just a twig on the log of the tree. There are a handful of noticeably different cut scenes that I found every now and then but it didn’t seem to branch off to a completely different ending. Unless you make a drastic decision to leave the village before resolving the situation, then you’ll more than likely find yourself on the same path every time. That isn’t to say however that the new dialogue didn’t interest me, I just wanted more from a game like this, it seemed ambitious and confident about how complex and different things would be if you made different decisions and in some aspect that’s true. However, for the most part, I found myself back on the same old path most of the time.

Replayibilty
The game itself doesn’t have much replay value because of how direct the story really is, you’ll always find yourself in set situations no matter what you choose to say to people. The illusion of your choices matter wears off pretty quickly and you’ll soon find yourself in the same situation as before. I felt like there could’ve been more done with this, I played through the game a handful of times and beside some dialogue changes there wasn’t much difference, besides getting the ‘bad’ ending. There needed to be more branching paths, different conversations leading to different scenarios and consequences to make the player come back to try again. It’s possible that I might’ve missed some (or maybe a lot) of different endings, but I didn’t feel compelled to come back again just to try and say something different to see if the ending would change.

🎧Music & Sound
There’s only a small amount of variety to the music throughout the game, but when there isn’t any music playing there are suitable environmental sounds that add to the game. These only slightly make up for how static all the backgrounds look, despite being hand-drawn it would’ve been nice to have some small animations playing to make the world feel more alive and real.

🎨Graphics
Everything is hand-drawn which makes this game stand out a lot more than most other RPG Maker games and shows how unique it is with its visuals. Each character has their own portrait when they speak, with a lot of detail going into each of them showing how much effort went into the game’s visuals. It’s a shame that there isn’t much animation going on in the background, making everything look very still and lifeless.

💭Closing Thoughts
Shivering Hearts was enjoyable from start to finish, the writing was interesting and unique enough to keep me hooked and had a good blend of taking itself seriously and making a more light hearted joke. However, there didn’t seem to be that many obvious branching paths besides some different dialogue and one other different ending. After playing through the game three or four times I didn’t feel compelled to try to find a different ending because of how repetitive things got. I felt like there needed to be more consequences for your actions along with different endings. However, I still enjoyed the story during my first playthrough and can’t fault the game for how interesting the story was.

This product was reviewed using a free key provided by the Developers

For more critically honest reviews of mine, check out Metro’s Review Corner
Yayınlanma 22 Temmuz 2020. Son düzenlenme 18 Ekim 2021.
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Bir geliştirici 24 Tem 2020 @ 0:34 tarihinde cevap verdi (cevabı görüntüle)
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kayıtlarda 16.2 saat
🎤Introduction
West of Dead is an action rogue-like that’s set in a dark wild west purgatory that you’ll have to fight through to uncover how your character died. Visually this game is extremely appealing, however, what lurks beneath the darkness is messy gameplay that doesn’t feel satisfying or addicting to play compared to other rogue-likes.

✔️Pros
• The lighting is a very unique mechanic that plays a key part in combat
• Games atmosphere is fantastic
• Dark and gloomy graphics set the atmosphere extremely well
• Simplistic and dark soundtrack that adds another layer to the gloomy and dark environments

❌Cons
• For a rogue-like it lacks variety in every area
• Weapons are standard, nothing unique or exciting about them
• Unlocking new weapons, items and trinkets is a massive grind
• Fixed camera angles lead to not being able to see inside some of the rooms without just running into them
• The melee enemies throw the cover and shoot combat out the window
• Lacks polish and refinement making it feel like an early access game
• Some enemies can hit you even if you’re behind cover
• AI can be dumb sometimes
• Unbalanced difficulty
• NPCs dialogue is practically pointless half the time
• Game is clearly designed for a controller rather than a keyboard and mouse
• Day 1 DLC (Cut content)

❓Bugs
• Sometimes when vaulting over cover you might go through it instead of over it
• Whenever you pick up your first rifle on a new run you will always get a tutorial about how to use

🕹Gameplay
Combat
West of Dead sets itself up to be a cover-based shooter and for the most part, it succeeds at it, the early levels definitely get you into the mindset of having to take cover and wait for the right moment to shoot at enemies. However, this falls apart when the introduction of melee enemies comes into play, these enemies will come running at you and if you're taking cover you are practically forced to retreat out of the room whilst shooting at them. This then becomes a problem when the other enemies start walking towards you and you find yourself in a narrow corridor with no cover.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2168985888

You’ll see a number of different enemies as you explore the different areas of purgatory, however most of them felt like reskins of earlier enemies and some of them are just annoying. For example, you’ll eventually come across healers who constantly run away from you, considering there will be at least another two enemies constantly shooting at you at different times, it's hard to kill the healer without taking damage. The pathing for the AI can be pretty bad as well sometimes if you go into another room with an enemy following you they just try to beeline to you and consequently just walk into the corner of the room they’re in.

The most interesting mechanic of West of Dead is the way that the lighting affects the combat. Rooms that you enter will be partly pitch black with enemies scattered around, sometimes hiding in the darkness and sometimes just standing in the open. You can light up these areas by interacting with lanterns which will also stun nearby enemies giving you a chance to take cover. Unfortunately, this becomes a problem with the fixed camera angles, if you're running towards the camera going into a room you will have no idea of where the enemies might be or where the lanterns are. You’ll have to blindly run into the room, find the first lantern you see, interact with it and then quickly find cover before you get shot.

Rogue-like
As with any rogue-like you can expect procedurally generated levels with every new run which is meant to give the player more variety and encouragement to try again after losing. However, with the lack of variety in terms of enemies and the different rooms in areas, every run feels almost the exact same. Even when it comes to weapons, there was always a specific set I was on the lookout for because it was just better than the others. Even the weapons lack variety and you’ll more than likely just pick up the ones that do more damage rather than weapons that do significantly less damage but cause different effects (bleeding, plague etc.). Overall, for a rogue-like, there is just a lack of variety to differentiate one run from another and to encourage the player to try again after losing.

Speaking of weapons, unlocking them is a relentless grind that doesn’t feel rewarding. You’ll get roughly 10 - 20 Sin every floor from random enemies you kill (assuming you clear out every room on that floor), considering there are a lot of weapons, trinkets and items to unlock (some of them require over 300 sin to unlock) it's quite a daunting task. Compare this to other rogue-like games like Enter The Gungeon and you’ll find that you can unlock a bunch of new weapons within the first few hours of that game and it feels satisfying and exciting to unlock them. After a couple hours of playing West of Dead I think I only unlocked a handful of cheap weapons that I didn’t even like the sound of but unlocked them just for the sake of having a more variety of weapons.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2168985971

Difficulty is another aspect of a rogue-like that’s important to get right and unfortunately West of Dead doesn’t get this right either. The first floor is fine, you're given a lot of space with few enemies to learn the way that the game works. But after this you're greeted with a difficulty spike that doesn’t get any easier, in the second area you’ll find some enemies can kill you in a hit or two, some can hit you even when you're behind cover and with the previously mentioned melee enemies it just completely throws the cover and gun combat out the window. You’ll eventually find other enemy types as you progress like healers, which are a complete pain since they run away from you and cause you to get hit by the other enemies who are shooting at you. I just ran through these rooms without bothering to kill them because it caused more frustration and I wasn’t even guaranteed anything rewarding for my efforts to kill them besides the chance of getting 1 - 3 sin.

🎧Music & Sound
The soundtrack is simplistic and adds a sense of mystery of awareness to every area you explore. Even though there doesn’t seem to be much variety it still provides a rather gloomy and dark atmosphere with the visuals.

🎨Graphics
The one thing this game has going for it is the art style, it definitely fits a dark wild west purgatory from the way that your character is designed to the enemies that you encounter. Every new area you explore is dark and grim which creates this fantastic atmosphere along with the soundtrack.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2168986122

💭Closing Thoughts
Despite all the negatives I really wanted to enjoy West of Dead, the art style peaked my curiosity but what followed was a disappointment. The gameplay suffers tremendously and doesn’t feel encouraging or addicting to start a new run after failing the previous one. It feels like an Early Access game with its lack of polish and general balancing issues. There are definitely much better rogue-likes out there than this one, I wouldn’t recommend getting this one unless you're desperate for a new rogue-like.

This product was reviewed using a free key provided by the Developers
Yayınlanma 17 Temmuz 2020. Son düzenlenme 17 Ekim 2020.
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kayıtlarda 13.9 saat
🎤Introduction
Wildfire is a 2D stealth game that allows you to embrace elements to your advantage, as a concept the game had a lot of potential. However, I didn’t feel like Wildfire brought anything new to the table, it’s riddled with a handful of bugs, lacks creative level design and enemy variety. Even though the elements were fun to use, it doesn’t make up for the shortcomings that this game has.

✔️Pros
• Each element has its own unique abilities to upgrade
• Fun stealth mechanics by utilising elements, but doesn’t add anything new to the genre
• Maps are designed to give you more freedom once you’ve unlocked all the elements
• Can equip meteor shards that modify your character and elements in a number of ways

❌Cons
• More boring linear levels rather than interesting ones
• Enemy variety is severely lacking
• Introduces you to play as a different character, but then never uses them again afterward
• Final boss is boring and extremely easy
• To obtain the better elemental abilities you’ll need to play the game at least twice
• New game+ is just the same game but with upgrade points carried over, not sure if there was an increase in difficulty or something but it didn’t feel like it.

❓Bugs
• Screenshots can’t be taken
• The game crashed once during my playthrough
• When reverting back to an autosave you might find things catching on fire when it shouldn’t have, guards might stop patroling, grass that you’ve moved won’t be there anymore even though it should be etc.
• A guard was able to detect me through a wall
• There’s a specific part in the game where you can clip into the wall
• If your hanging from a vine and want to go to the directly next to it, the game won’t let you. Instead, you’ll just jump past it.

🕹Gameplay
Stealth
Like any stealth game Wildfire requires you to plan out each move carefully, making careless moves like falling from a great height or running will likely result in getting detected if a guard is nearby. Thankfully, there are a number of ways to distract the guards to get past them, hiding in the grass then whistling to get their attention is the simplest way. However, you’re given elemental powers as you progress through the game (Fire, water and earth) which can be used in a variety of ways.

Setting grass on fire near a guard or throwing fire at a guard will make them panic giving you the opportunity to run past them undetected. Throwing water creates a sound that distracts nearby guards and earth can be used to make new cover and to reach higher areas. To use these elements you need to embrace them from the source, for example, you can embrace earth by taking a grass patch and then throw it further to use as cover.

Each element has its own set of skills that you can unlock and upgrade by throwing the corresponding element into the statues offering bowl during levels. These upgrades are fun to mess around with but require you to spend a few points on the previous abilities before unlocking the next one. If your anything like me then you’ll probably try to get a balance of all the different elements, however, you can only acquire around 30 element points by the end of the game. So to get the last (and best) ability for a specific element you have to spend the majority on that one element. These better abilities definitely aren’t necessary, but it would’ve been nice to be able to test most of them out before completing the game.

Level Design
Most levels are rather linear without much choice on how to approach them, there aren’t many options or paths to choose from as I’d hoped. But going back to earlier levels with all elements does open up the levels more, now you can easily get to a higher platform by embracing earth and spawning a vine to climb up to. It also allows you to complete objectives on these levels a lot easier than before.

You’re encouraged to explore each level as much as possible despite some of them feeling linear. You can find and equip meteor shards that modify your elements and abilities in some way, for example if an enemy sees you doing a fire jump they will panic, you can throw the water element at an enemy’s face and they will be stunned, explosions have a larger radius etc. There is a lot to find and mess around with to see which work best with your setup.

Each level has a set of objectives that aren’t mandatory to complete the level, however completing them will grant you spirit points which allow you to upgrade throwing distance, embrace distance and max health. These objectives are as follows: a speedrun, complete the level without being detected, without killing anyone, without reloading a save and a unique objective depending on what level you’re on. These were a nice addition to the game and gave you a reason to return to earlier levels once you’d obtained all the elements. The speedrun challenge in particular seemed a bit odd for a stealth game, completely throwing away the concept of being slow and patient to instead trying to complete it as fast as possible.

Enemies that you’ll encounter aren’t varied whatsoever, you’ll technically only come across two different enemy types (the third being just a buffed up guard who isn’t afraid of fire). The most common are the usual guards who either have a sword or a bow, and the other are bobcats who can smell your scent. I felt like there needed to be more types of enemies that change the gameplay to make it more interesting. It always felt lacking and although this didn’t hinder my enjoyment with the game I was always wondering when new enemies would be introduced.

The final boss of the game is a major disappointment, to the point where she just felt like a beefed-up guard with elemental powers. I felt like there was a lot of potential for the final boss to by really intense and fun but it turned out to be an extremely simple, easy and boring boss battle that didn’t give me any sort of satisfaction.

One weird aspect of this game that might’ve been interesting was the introduction of your dog. In a single level, you’ll be able to play as him as the game gives you a tutorial on how to control him. However, after this you’ll never play as him again… I’m not sure if this was just forgotten about or this was intentional but it seemed odd how they would introduce a new character to play as and then never use him again.

🎧Music & Sound
The soundtrack was simple, it didn’t necessarily give off a sense of intensity whilst sneaking around guards but it did help set the atmosphere for each level. When you got caught by a guard however the music would change until they couldn’t find you which is nice to have in a game like this.

🎨Graphics
The visuals capture the essence of each area extremely well, with the detailed backgrounds and distinctively different areas that you’ll explore. However, I felt like some more work could’ve been put into lighting and making areas underground darker to set the atmosphere of a stealth game more.

💭Closing Thoughts
Despite having fun with Wildfire it has a lot of shortcomings that make it hard to recommend. Along with a bunch of bugs that were slightly annoying, I didn’t feel like Wildfire brought anything new to the table. With a lack of enemy variety that makes the gameplay feel repetitive quickly, a terrible final boss and linear levels unless your dying for a new stealth game to play I wouldn’t recommend getting this.

This product was reviewed using a free key provided by the Developers
Yayınlanma 20 Haziran 2020. Son düzenlenme 17 Ekim 2020.
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77 kişi bu incelemeyi yararlı buldu
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kayıtlarda 14.2 saat
🎤Introduction
Jump King clearly takes inspiration from Getting Over It With Bennett Foddy but only takes the core idea and makes it into its own unique game. It can be extremely punishing but only at the fault of your own, the controls are simple to understand yet difficult to master. Your gonna need a lot of dedication and focus if you ever want to find out if the legend of the hot babe really is at the top of the tower...

✔️Pros
• Cleverly designed maps that isn’t just randomly placed platforms
• Controls are simple but very hard to master
• The game throws a handful of environmental hazards in different areas to spice things up
• Pacing is good, teaching you different kinds of jumps and how to recognize them
• Secrets to find that unlock a handful of cosmetic items
• Its a fair game, every mistake that you make is on you
• Every area that you progress to is distinctively different and pleasant to look at
• 2 other maps if you manage to complete the first one (New Babe+ and Ghost of the Babe)
• The music is very calming and sets the atmosphere for each area

❌Cons
• Sometimes you’ll have to make a blind leap of faith since you can’t see what’s on the next screen
• A lot of trial and error
• Climbing back up areas you’ve already passed several times can get tedious
• Trial and error can drag the game down since a missed jump can make you fall quite far

🕹Gameplay
Map Design
The game continues to expand its difficultly with environmental hazards that will change the way you play, from ice physics to strong winds. This ensures the game doesn’t get stale and mixes things up for the player just enough to make the player dread what’s coming up next or wonder how the game can get any harder.

Falling is inevitable, considering how difficult this game is you’ll probably be falling a lot. However, there are areas that guarantee you won’t fall further which I like to call safety nets. These safety nets give you a sense of relief that if you fall you can’t lose anymore progress up to that point. However, some of them lead with another jump that, if you mess up, will make you fall to the next safety net several screens down. Even if you’ve made the jump a thousand times before, the frustration might be enough to make you rush the jump and consequently make you fall. It’s cleverly designed to give you a chance to redeem yourself and forces you to try and keep your composure.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2110113866

Another way that the map design shows a level of care and thought went into it is the way that the platforms are placed. In some instances, if you miss a jump and fall you’ll land on a small platform or ledge instead of back down to the safety net. This shows that these maps weren’t designed by mindlessly placing platforms but instead placing platforms in such a way that they can potentially save you from falling further.

Controls
The controls are very simplistic but hard to master, holding the jump button for 2 seconds or more will force you to jump the highest and furthest. Letting go of the button anytime before then will your jump shorter depending on how long you hold it for. It’s vital to experiment early in the game to develop muscle memory and determine long and short jumps depending on how long you hold the button. Eventually, sections of the game will be taken over by muscle memory so you won’t have to think twice about making some jumps.

Difficulty
Jump King can seem deceivingly easy despite how simple the premise might sound, difficult platforming isn’t exactly a new game concept but this title definitely elevates it and puts more on the line if you fail. As you progress up the map you’ll constantly carry this sense of dread that any mistake you make could result in falling down several screens and losing progress.

The game paces itself very well early in the game teaching you the different jump lengths and how to make it across simple gaps. After you’ve passed the first few areas the game pushes you in the deep end, forcing you to make difficult jumps in wide-open areas that might result in losing progression. Most areas introduce some sort of concept, from slopes to jumping on small flag poles that are only a few pixels wide.

Over / Under jumping isn’t the only mechanic you have to work with, if you hit a wall whilst jumping you’ll rebound off it depending on how big your jump was, how close you were to the wall etc. Some platforms force you to rebound off walls or other platforms to reach new areas. It always seemed fair, despite falling down almost 2000 times, practically every mistake that I made was my fault. The only time it didn’t feel fair was one time when I couldn’t see what platform I had to jump to on the next screen and had to take a blind leap of faith.

There’s definitely a lot of trial and error even after you’ve completed the main map and go onto New Babe+ or Ghost of the Babe, estimating jumps is a lot tricker than you might expect. That along with the added frustration to make quick rash decisions to try and get back to where you fell from quickly usually doesn’t end too well. Unfortunately, trying to get through the game by trial and error alone can be rather frustrating as sometimes miscalculating a jump can set you back and force you to climb up the new tedious areas that you’ve already passed several times already. Thankfully, there are a lot of chances that you won’t just fall down to the safety net but instead on a small platform or ledge.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2109524219

🎧Music & Sound
The music in Jump King is very subtle and sometimes the game uses ambient sounds instead of music depending on how high up you are. When music is used, it definitely suits the environment that your climbing and therefore sets the atmosphere very well, it’s simplistic and calming enough to keep it on even when you’re frustrated.

🎨Graphics
As a fan of pixel graphics, I loved the way each area felt and looked distinctively different from others, giving me a sense of progression as I climbed further. It reminded me of graphics similar to Shovel Knight but with more detail. The animation did seem to lack in some areas, making them feel very static and lifeless compared to others.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2110113689

💭Closing Thoughts
Jump King isn’t for the faint-hearted, it’s a difficult platformer that requires a lot of focus and composure if you want to beat it. The controls are simple yet difficult to get to grips with and the game can be very punishing at times. You better be willing to fall hundreds, maybe even thousands of times if you want to reach the top, so those who enjoy a challenge should definitely purchase this game.

This product was reviewed using a free key provided by the Developers

For more critically honest reviews of mine, check out Metro’s Review Corner
Yayınlanma 28 Mayıs 2020. Son düzenlenme 18 Ekim 2021.
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