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Πρόσφατες κριτικές από τον Tenoshii

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Εμφάνιση 31-40 από 401 καταχωρίσεις
1 άτομο βρήκε αυτήν την κριτική χρήσιμη
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18.2 ώρες συνολικά
Best memories playing this game were using the dungeon creation tool to try and stack as many treasure chests as possible with as few enemies as possible or by making a map with just an absolutely ridiculous number of easy to kill enemies and farming loot that way.

Sandbox style gaming just hits different.
Αναρτήθηκε 26 Νοεμβρίου.
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1 άτομο βρήκε αυτήν την κριτική αστεία
3.3 ώρες συνολικά
Like playing open world Space Pac-Man except you can grow and get pew pew lasers.
Αναρτήθηκε 25 Νοεμβρίου.
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1 άτομο βρήκε αυτήν την κριτική αστεία
2.2 ώρες συνολικά
Blood Angel good, Tyranid bad.

I suppose I could have put in a short rant about how few factions are playable in the game, but then again, would you really want it getting back to the God Emperor that you are incapable of vanquishing tyranid scum with the legendary Blood Angels?
Αναρτήθηκε 24 Νοεμβρίου.
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5.4 ώρες συνολικά
Still pretty salty that I couldn't successfully create a melee build in this game.
Αναρτήθηκε 23 Νοεμβρίου.
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1 άτομο βρήκε αυτήν την κριτική αστεία
23.3 ώρες συνολικά
Sharknado tier shenanigans in a GTA tier gameplay loop.
Αναρτήθηκε 22 Νοεμβρίου.
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4 άτομα βρήκαν αυτήν την κριτική χρήσιμη
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33.3 ώρες συνολικά
It's a shame this genre is such a niche market.

Might look like a generic arcadey top down space pew pew game on the surface, but while it doesn't have the depth of say Avorion or the X series, it's still a space sandbox that offers many hours of fun:
- Great weapon variety and attack playstyles
- Lots of loot for you space goblins out there
- Ability to amass a fleet for ultimate destruction
- Very satisfying ship customization and itemization opportunities
- Plenty of pilot "builds" to spec into

If you want a space sandbox experience with combat and non-combat activities and aren't too fussed about a lack of story, 3rd person views, and sick top of the line graphics... this game is an excellent value (with or without a sale).
Αναρτήθηκε 21 Νοεμβρίου.
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1 άτομο βρήκε αυτήν την κριτική αστεία
1.8 ώρες συνολικά
Looked in a lot of churches, never found one Saint.
Αναρτήθηκε 20 Νοεμβρίου.
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72.4 ώρες συνολικά (47.6 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
Current Take on the Game
After over 45 hours of solo play, it's quite clear to me that the game is going to be something that provides enough of an engaging experience to be one of my favorite open world base building and crafting games given the fact that the terraforming, ecosystem management and traversal features have the depth necessary to meld well with the rest of the gameplay elements.

While there are still some QoL areas worth short-term improvement and some more balance related considerations when it comes to resource harvesting and general itemization, as a roughly 1 week Early Access experience, it's definitely been more positive than negative. This is especially true given the three patches the team has rolled out in that time to deal with a good chunk of the issues reported by players so far.

They certainly have their work cut out for them in terms of cranking through the roadmap they have laid out for the next 18 months or so. But at least for now, I'm not concerned at all that they will make the progress needed to give solo players more than their money's worth with this title.

For more of my granular or detailed observations you can check out the comments for the review as well as my guide.



Initial Take on the Game
From the eyes of someone playing singleplayer and skipped the account setup/login and went straight to playing the game:

Looks to be a fairly promising open world base building and crafting game with a strong focus on terraforming and world building. If you've played or watched gameplay of Planet Crafter and Wildmender then you'll be pretty familiar with the core features. Right away you'll notice that there's more combat than Planet Crafter and more creature interactions than Wildmender.

Noteworthy Features
Magnificent art style producing amazing visuals for the buildings, landscape, flora and fauna.

Starting quests as you interact with the crew that crashlanded with you on the island are pretty straightforward and naturally walk the player through the steps to start re-establishing a vibrant colony. You'll feel a lot like a gardener and builder more than anything else, with combat and exploration mixed in.

Excellent traversal mechanics by allowing the player to climb objects and creatures, ride mounts while also providing a glider for long distance elevation based journeys. After all, what better way to enjoy looking at the life you are restoring to your ancestors' homeland than by slowly gliding over it from a birds-eye view!

Terrain and landscape variation are quite expansive as there's towering cliffs and stone formations as well as flatlands and deep oceans.

Allows creature taming, non-violent resource collection and other interactions besides just killing fauna for resources. In addition, these creatures occupy the land, sea and air regions of the game world.

Bow fishing instead of your typical repetitive timing-based mini-game!

Presence of the Withered as a looming threat that needs to be dealt with in order to fully restore all the regions of the island.

Feature rich roadmap that appears to have either a new region, biome, or other major feature coming out every quarter as well as eventually offering offline mode and enhanced co-op.

Can play in singleplayer without setting up or linking to an Epic Games account.

Nice sort of "little things" occur as you play. For example as you harvest certain flora little creatures will pop out and run around doing their thing. When you plant seeds, similar things happen as well.

Other Observations
Currently requires a link to Epic Games for peer to peer multiplayer.

Limited character customization.

Not the kind of co-op that supports dedicated servers where multiple players can enter the game and immediately start playing and progressing with each other. Rather you can essentially visit someone else's world and perform most of the actions that don't involve influencing the ecosystem directly.

When building a village, the structures are pre-fabricated, so you won't be in control of individuals walls, floors, the roof, etc. You also won't be able to walk inside most buildings.

Colossal trees and several core buildings for each village type can't be moved or removed after they have been placed. Make sure you choose wisely!

At the very start of the game you can encounter aggressive little wither spiders (hit pretty hard relatively speaking) that can kill you before you finish making your first tools. You can easily outrun them and the death penalty is just teleporting you back to the village with about 1/4 health. You can heal from eating berries and roots, so shouldn't be that big a deal.

Overall though, if the terraforming and world building aspects appeals to you, then Towers of Aghasba is certainly a great candidate to try out. However, depending on your requirements for offline and/or co-op gameplay it may not meet your standards until later in 2025.
Αναρτήθηκε 19 Νοεμβρίου. Τελευταία επεξεργασία 26 Νοεμβρίου.
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1 άτομο βρήκε αυτήν την κριτική αστεία
6.5 ώρες συνολικά
Not terrible, not great, but a bit better than meh.

Personally I think they could have done a better job seeding the game with a more engaging and satisfying player progression (more abilities) and loot itemization (more loot) experience as part of the first several hours. Could just be a situation where the game is just enough of a slow burn for me to have lost motivation to stick it out for 10 more hours to see if it ramps up.

I'll likely come back to it at some point, but it might be a while given my current backlog and the upcoming releases on the horizon.

Αναρτήθηκε 18 Νοεμβρίου.
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2 άτομα βρήκαν αυτήν την κριτική χρήσιμη
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1.3 ώρες συνολικά
Definitely an interesting foundation for a game, though my gut tells me there's a tad bit of balance needed to certain aspects. At least at the start, the player will have to aggressively pursue the management of food, sanity and fuel in order to prevent Alpha-1 (the little girl) from expiring. The combat is pretty simple (triggers off a timer that occurs periodically that spawns enemies) and starts out less threatening than managing the four "survival" meters which drop quite swiftly. Mix that with the relatively slow movement speed of the robot as well as how long it takes to harvest nodes and you'll find yourself with a somewhat daunting task keeping those meters in check while you figure out how to progress and purchase upgrades to lighten the burden.

While I do like the concept of taking care of another NPC's needs and the split between the cliff climbing side of things (for exploration and filling the mind meter) and the ground level exploration and resource collection, both aspects are fairly basic in nature. However, I do think the meters deplete a little too aggressively at the start. The one thing I wasn't particularly fond if during the cliff climbing phase is that you can't replenish any meters for Alpha-1 or the main red robot. I suppose the expectation is that the player should diligently manage their meters (i.e. top them off) BEFORE entering the climbing phase to prevent the various "game over" conditions. Once you get a few upgrades under your belt (especially the ones that increase the max value of the meters) it's less of a close call when you're trying to gather the consumables that fill the mind meter. One useful thing worth noting is that you can click on Alpha-1 and tell her to follow you or harvest nearby nodes.

Another pain point is inventory space. There are a lot of individual resources and consumables in the game. Combine that with small stack sizes, and you can very easily fill up your 8 slot inventory hotbar. Even the upgrade tree doesn't appear to give the player the option to increase inventory slots. Perhaps it gets larger later in the game some other way? It gets particularly problematic when dealing with consumables, because most things need to be "cooked" to avoid the negative effects to the mind stat/meter, which means periodically one resource is taking up two slots. This is especially true when you are out collecting raw food and need to walk it back to the starting area to use the cooking pot. In addition, though items you harvest while full will just drop on the ground, the player can't drop items on the ground from the hotbar and only has the option to "discard" them.

As a side note, right now the default key binding for taking a Steam screenshot (F12) actually force closes the game! I didn't see any ability to rebind keys and the controls screen didn't even mention F12 at all, so perhaps it's an unintended keybind?

Also, if the game happens to open in a language that's not your default, you can go to the 3rd option and change it via checkbox.

Overall I think the game has somewhat of a cool premise and I do like how they handled the cliff climbing mechanics for the most part. It's free after all, so it's certainly worth a look.
Αναρτήθηκε 17 Νοεμβρίου.
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