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Πρόσφατες κριτικές από τον PaperLaur

Εμφάνιση 1-4 από 4 καταχωρίσεις
9 άτομα βρήκαν αυτήν την κριτική χρήσιμη
1 άτομο βρήκε αυτήν την κριτική αστεία
1.9 ώρες συνολικά
This game is weirdly satisfying, strangely addicting, and incredibly stressful. It's one of those gameplay loops where you Complete Simple Tasks where your main improvement comes from your efficiency (with maybe a bit of bullet hell knowledge coming in useful in the later stages and no-hit mode). You can have a fun couple hours here if you like that sort of thing.

The game wants you to figure things out by playing, so be mindful of that. I'm also not sure how colorblind-friendly it is since the pieces you need to use are differentiated by both color and shape, but a couple ARE basically just squares.

Oh, and the plot is the thesis statement to that moment in Undertale where you're taking a quiz, you're asked "would you smooch a ghost?" and all of the answers are "HECK YEAH"
Αναρτήθηκε 27 Δεκεμβρίου 2024.
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7 άτομα βρήκαν αυτήν την κριτική χρήσιμη
1.5 ώρες συνολικά
Okay, I can see what this game is going for, and there are a lot of things I liked about it. The game does a good job of providing an atmosphere, the controls (especially the gravity mechanic) are really fun to play with. Also the main character I personally find cute as a button.

However the game feels...awkward to control in a lot of places. Namely the magnetism mechanic, which sometimes requires you respawning far back in a level to build up enough speed to actually stay upside-down on things for more than a second. Several of the levels are more closed in, meaning you can't build up the speed you'd like. On the open levels? Heck yes, it's like some fantastic bizarre robot ski mogul hill. But otherwise, it can be a slow process.

Also, not sure if it's just me, but I got lost in a lot of the areas. There is a kind of breadcrumb trail, but it can be easy to miss in areas like the forest. If you go too far off track, the game will just inexplicably launch you back in the vaguely proper direction, but you could just as easily wind up going backwards because of this. I know I spent about ten minutes trying to find whatever it was I'd just opened up with switches in the Oasis. This may just be me being dumb and having trouble with three-dimensional spaces sometimes, take with a grain of salt.

Also the game is very short. I played for about 90 minutes to finish the main game, and I'm not terribly into time trials (that's on me, though) or collectibles. If you are into that, though, you'll find a lot to do.

I like the game, I like what they tried to do, but it's just not enough for me to properly recommend it. However if it's on sale, go ahead and try it out and see if it's more your thing! The main game is so short you'll complete it well before Steam's two-hour refund limit, so give it a shot.
Αναρτήθηκε 22 Ιανουαρίου 2018.
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10 άτομα βρήκαν αυτήν την κριτική χρήσιμη
21.2 ώρες συνολικά (17.9 ώρες όταν γράφτηκε)
20XX is many things. It is a platformer with snappy controls and challenging stage layouts and bosses; it is a roguelike with random level generation and gear upgrading over the course of many, many runs; but first and foremost, it is a Megaman love letter and deconstruction all at once.

This review comes from someone with no experience with Megaman X, and little with the classic games, so if you're in the same boat, here's what I think independently of the obvious comparisons.

In 20XX, you play as either Nina or Ace, two robotic "contractors" created and now hired by Drs. Brighton Sharp and Arlan Flat (DEFINITELY not Light and Wily) to stop what seems to be a manner of robot invasion or takeover. To get the job done, you'll need to face down eight different bosses, each with different patterns and weaknesses and their own themed stages built at random. You're going to need all manner of upgrades, help from a friendly training robot and a very tired robotic cat, and some platforming skill to receive your "payment" for a job well done.

The game just FEELS good to play, once you get used to the dashing and walljumping mechanics. The controls are responsive and platforming is fun, if occasionally difficult. This is also a bit more fair than what Megaman games I've played, though it IS pretty difficult and I still don't have a full clear. Combat is satisfying and upgrades are interesting, even if some are underwhelming or can get you used to bad habits in terms of gameplay (leading to some "damn you muscle memory").

It's really a game you have to learn by doing. Each boss you kill drops a version of one of its attacks, which you can pick up and use for yourself (up to three active at one time) or forego for an upgrade or some money (and yes, the currency really is called Nuts, they know exactly what they did there and they run with it). Each boss, as is Megaman tradition, has a weakness to another boss's weapon, so you want to plan your route through the levels if you want to exploit them. Each boss power also has an "additional" practical use, and it can be fun to figure out synergies and how to go about using them properly.

The art style is very bright and bouncy, the soundtrack is fantastic. The game can get a bit busy visually at times, especially in the later stages, and the later bosses can be teeth-grittingly difficult (looking at you, late-level Astrals). Most of the levels don't feel like a long grind, though be warned that an overall run can take quite a bit of time, at least 30 minutes (though you can save and quit after boss fights). It genuinely does not feel that long. There are various difficulty modes so you can scale up the challenge for yourself with special conditions, a daily and weekly challenge, a seeded mode, and a boss rush.

Oh, also points for the writing. The game's quite funny. Look at the Datalore when you get a chance!

Accessibility concerns:
The game is demanding visually especially at later levels. Things are moving very fast. Most things are clearly defined, but some platforms in Agnisort (fire/factory) levels can look like background elements, or background elements can look like platforms. Text describing upgrades and text in the Datalore entries is quite small and can't be scaled, however the UI can be scaled and changed between visual and numbers for easier understanding. Color differentation is somewhat important to distinguish the various "elite" enemies from each other (elites tend to have a black and red color palette) as well as pickups (green vs blue vs gray), and there are four different "core" armor sets corresponding to the colors pink, orange, yellow, and green, though these are distinguished by name and shape. The elite enemy designs might be sufficiently different, but I'm not colorblind.

As with any platformer, the game asks a lot of you physically, lots of button combos and dash-jumping is almost required, as is some level of button mashing. Controls are remappable, but the game recommends you play with a controller for a reason as a keyboard won't let you make all the required button presses at the same time. Powers are mapped to Y, LB, and LT on an Xbox-style controller by default, with dash being RT, A being jump, and X being shoot.

The game can get overwhelming at times with a lot going on, as should be expected with a platformer. There are a lot of sound effects happening at the same time. Hearing is mildly important to distinguish traps or enemy fire, though I wouldn't say it's required. Nina and Ace's grunting happens a lot and can quickly get VERY grating, so be warned.

The game contains brief flashes of light at some points, namely bosses. These are not sustained.



All in all, definite 8/10, glad I bought it, definitely worth it, there's lots to do. Though completionists beware. The achievements look hellish for this one.
Αναρτήθηκε 7 Νοεμβρίου 2017.
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10 άτομα βρήκαν αυτήν την κριτική χρήσιμη
353.0 ώρες συνολικά (7.5 ώρες όταν γράφτηκε)
Let me put it this way:
I first heard about this game and downloaded the demo this morning.
Now, at midnight, I've bought the game, been playing for several hours, have the "just one more game" effect going on in full force, and am actually leaving a review on something, which is very rare for me.

...I'm notoriously terrible at these types of games.

This game is basically Zelda, Gungeon, and your favorite old NES/SNES shmup rolled into a neat little roguelike package with a chiptune soundtrack that's more catchy than it has any right to be, and the added bonus of a cat that just wants to be left alone.

The game basically plays like a shmup. You control your little ship armed with a dash move and some bombs, and fire on enemies in each room, which you're locked into until the room is clear. You can teleport to any room you've already been to, and there are shops and other special rooms scattered about the map that you start to get a feel for. You'll upgrade your ship and gain new weapons to replace your starter, each with their own type defining how it's used, and modifiers that can make weapons fire twice as much, slow you down, fire faster, pierce through obstacles, and more. Beat the miniboss to unlock the gate to the floor boss, and keep going from there.

I admittedly haven't gotten past Floor 3's boss, but the game's downright addicting. Even for someone who isn't good at shooter-style games, I found myself getting the hang of things very quickly, even dodging - the ship handles nicely, even if it takes a bit of getting used to, and the dodge move is a godsend. This game IS a bullet hell, though, even early on, especially the bosses. I can only imagine how they're going to get harder from here.

I don't really know the story or if there is one, though it seems like there might be, I just need to get a bit farther. There's also upgrades you can buy in the "lobby" from a rather sarcastic cat...thing that likes making comments on whatever way you just died in, and also some surprisingly good advice. The dialogue with the cat's a lot of fun.

Disability concerns?
The game isn't too big on screenwide flashing lights - the HUD flickers and distorts more and more as your health declines, but it isn't extreme, and a lot of the visual effects can be turned off in the settings (which I've done just because my computer is crappy). Enemies do flash white when at low health. The color scheme is generally light on dark. Your ship is white, and so are some enemies, but I, a legally blind person, haven't had too many moments where I felt like I lost track of my ship. There's a lot going on, and it can get quite chaotic, as should be expected from a bullet hell. Sound cues are nice, but don't seem really necessary to play the game. Text is difficult to read at times due to the font and some sort of antialiasing glitch. Color differentiation doesn't seem to matter; the HUD changes color as your health gets lower, but other than that I haven't seen anything that requires you to know what color something is to recognize it, items and such are indicated with text.
Take with a grain of salt, since I've only played the first three floors. I'll edit as I play more.

Overall, really enjoying it and I wish the game luck! Excited to play more.
Αναρτήθηκε 7 Ιουνίου 2017.
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Εμφάνιση 1-4 από 4 καταχωρίσεις