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eisiger 最近的評論

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目前顯示第 1-10 項,共 89 項
4 個人認為這篇評論值得參考
總時數 3.9 小時 (評論時已進行 3.2 小時)
Honestly shocked this isn't at least five bucks. Quick, fun, funny, hot, and temporarily got irrationally upset that I kept finding rare, innocuous easter eggs every time I played because now I'm afraid that I'm missing some kind of hidden story path or something.
張貼於 2 月 2 日。
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1 個人認為這篇評論值得參考
總時數 174.3 小時
I'm never building a ♥♥♥♥♥♥♥ rocket, am I
張貼於 2024 年 11 月 30 日。
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目前尚未有人將此評論標記為值得參考
總時數 1.2 小時
The gameplay was so smooth and challenging I nearly crapped myself
張貼於 2024 年 7 月 8 日。
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1 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 1.3 小時
搶先體驗版評論
"What do you mean you don't want microtransactions in your early access game? What are you, poor?"
I already bought Tarkov, so I don't feel like buying Tarkov at Home Edition just yet, sorry lads.
張貼於 2024 年 6 月 9 日。
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2 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 64.8 小時
Duck Game died so that Suicide Squad could die also.
張貼於 2024 年 3 月 12 日。
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4 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 298.3 小時
This game no longer works on my Steam Deck, so this comment section is now about minerals. What are some of your favorite rocks and gems?
張貼於 2024 年 1 月 11 日。
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33 個人認為這篇評論值得參考
7 個人認為這篇評論很有趣
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總時數 19.1 小時
I'm racist.
張貼於 2023 年 7 月 18 日。
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10 個人認為這篇評論值得參考
總時數 7.9 小時
They took away my biggy boy
張貼於 2023 年 7 月 3 日。
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1 個人認為這篇評論值得參考
總時數 2.0 小時
Took a look at this along with a few friends for the summer sale update. The 6-screen UELA should have been a warning, but the concept was very cool at first. Very interesting introduction and premise, as well as a promising build-up to what you would be raiding and creating yourself. The buildings themselves were very basic by design, but the sound editing and enemy design really had me thinking of Quake 2 Strogg as inspiration which was great.

However, after the first hour, that's pretty much it. The signs of the Dead By Daylight development pitfalls begin to fall into place, as time sink investments, time limited events for something as basic as the actual stages themselves, and leader boards take priority over actually building up your home base, your arsenal, or your raid bases. You can get the majority of suits and weapons within the first two hours, but a lot of them feel underwhelming or a downgrade to your initial gear. Same goes for traps and guards, which will require them to be manually upgraded to do such basic things as 'pay attention to the guard next to you' and 'aim where someone is moving rather than where they are'.

Building is simple enough, but with very pointless limiting. Limiting blocks and traps with a limited point system makes sense, as better buildings are considered more difficult for people who choose to raid you, but limiting ALL buildings to be relegated by a M.U.L.E cosplayer who needs to walk from Point A to Point B unhindered severely kneecaps any creativity or deviousness you could come up with. Every Raider comes equipped with a grappling hook and a double jump, but these facts can not be utilized in a way for base builders to create specialized courses made specifically to enforce more advanced movement. This means seeing a lot of rehashed buildings with long, cramped hallways with flames, bomb throwers, and other traps surrounded by an acid block to make retrieving your trap disabling tools that much more unlikely. Extremely effective, but only because it's as tedious as it is predictable to circumvent.

With a user pool this low, I'm surprised to learn they're still using a system where, after a certain amount of real life time, your buildings are just destroyed. Gone. Not only do you have randomly generated foundations with floating bedrock that you can't remove for added lack of builder freedom, you are encouraged through force to start over. This kind of ephemeral gameplay doesn't affect me, but even I can see why most people would rather have a limited slot of possible bases, and only have even just one of them activated at a time, rather than outright destroying the bases every week. I've seen some very neat looking designs with this very limiting editor, and I cannot fathom that same person coming back every week just to make something of that same quality again, for a number of people who will actually see it in that amount of time that you can count on all fingers and toes.

The early access feeling of the lacking story, building, and arsenal content makes me think that they want to go the DBD "add as you go approach". It worked out for them before, and they had 20% of the content of every aspect that have now compared to the beta days. I don't see people wanting to get behind this idea, considering that people have already been pinched dry by DBD's DLC prices for almost a decade already. Even if this game has more years down the line and more things are ready to be introduced by then, I am not looking forward to what I am going to have to shell out to get more out of an already frustrating base game experience.
張貼於 2023 年 7 月 3 日。
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6 個人認為這篇評論值得參考
總時數 10.4 小時 (評論時已進行 2.6 小時)
Day 0 bugs and a few gripes with stage hazard visibility aside, the game is cute, stylish, and I'm currently very compelled to try and Perfect all the stages in order (please add quick reset). Also, currently livid and coping at the lack of Jenny Jeungman.
張貼於 2023 年 5 月 19 日。 最後編輯於 2023 年 5 月 19 日。
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目前顯示第 1-10 項,共 89 項