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Recente recensies door Kaimatten

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1-10 van 18 items weergegeven
1 persoon vond deze recensie nuttig
16.4 uur in totaal
Like this game so much I got it again for my phone. Just plain fun, and one of the best rogue-like dice games out there.
Geplaatst 4 januari.
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1 persoon vond deze recensie nuttig
47.3 uur in totaal
I've never played FTL, so this is the basis of greatness for me.

In a sea of deck builders this one shakes it up by adding movement. Instead of just having to draw the right cards and setting up the right synergies, you now have to position your ship, of which there are a few types, into the right place.
At times, you also set up drones, deal with asteroids, and a lot of other simple yet effective basics to make this deck builder feel more than another Slay the Spire clone.
It was easy to pick up the major differences given, and I would say the game never felt too unforgiving. Learning how to play through the game's basic tutorial was simple, with iconography that made it easy to understand.

As a smaller note, this game has stories and character, and while they are not the focus, I really did enjoy every little quip, cutscene, and flavor presented. All in all this game does a little bit of everything and does it exceptionally well, never over-reaching or disappointing.
Geplaatst 4 januari.
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9.2 uur in totaal
A beautiful and interesting take on Metal Slug. Absolutely fun, but has a few things to watch out for:

Difficulty:
I think it has to be put outright that this game is pretty tough, even for people who do a lot of tactics gaming. Once you get a real rhythm of how to play the game, some things get easier, but you still have to think each turn like it's your last. If that isn't your sort of gaming experience, this isn't the thing to try out.
I do have a feeling it was a bit of a mistake that even the lowest difficulty setting requires a lot of thought, but I will say once you learn how to play the game, it feels good to properly set yourself up for victory.

Learning and Balance:
Some of the synergies of moves and abilities are a bit harder to grasp than others, and it takes a while to learn what all the keywords are and how things properly trigger, leading to a bit of trial and error and disappointment. Likely this could have been streamlined a little better, but tutorials are the hardest thing.
There also seems to be some "types" of gameplay that is just always better than others, leading to certain characters and skills being far more valuable than others just for virtue that their movesets are plainly more powerful due to how the game mechanics work. This sort of stuff is near impossible to balance, but I felt it pretty hard the more I played. The game heavily rewards characters that move more on their turn and set themselves up in positions to attack the most enemies, meaning any movement and placement based mechanic far outweighs any ability that just does a little more damage. A lot of "Special moves" are either supremely situation based, or barely do any more damage than a basic attack, while other "Special moves" does twice the damage of a basic attack, so why ever not use it?
Lastly regarding balance, some things you would expect to be more useful, such as destroying crates that enemies are standing on. This is useful in terms of positioning, but you'd think managing to do some sort of environmental attack would be very powerful, but instead it's weaker than just shooting them outright. This is more just a "me" thing but I'd feel that if you manage any environmental damage, since it is somewhat rare, it should be powerful.

Bugs:
There were a few bugs, most notably music sometimes would keep playing from previous screens, or sometimes when "resetting a turn" the map would get jumbled and messed up, needing to restart the game in order to fix it. Reloading saves always seems to work, but it can be a hassle, because I've had some sort of bug that requires reset on each of my runs.

Time:
The runs themselves are pretty long. Despite how each map's battle is only 3-5 turns usually, it requires a lot of thinking and planning, and each "area" of maps usually has you playing 4 maps, meaning each time you want to complete a run you'll be sitting for about 3 hours. I think people are used to longer runs, and maybe I was spoiled with so many rogue-likes being balanced to 1-2 hour jaunts. This isn't necessarily bad, but just know what you're doing (saving mid-run works fine, but I'm someone who just hates leaving a run in the middle).

Generally speaking, I recommend this game. I love tactics games and this is scratching a good itch. With any luck some of these bugs will be patched out soon, and maybe there'll be some balancing, but even without the balancing the game has good fun.
Geplaatst 4 januari.
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0.4 uur in totaal (0.3 uur op moment van beoordeling)
Palette: Relaxed
Hero Name: Custard
I've only just started. I'll revisit this later but so far, this is too cute. It has too much charm in both its writing and its animation to just be a simple idle game. Despite its idle tendencies, there are many functions to both automate the game as well as actively play it. Did you ever want to raise Tamagotchi to become a hero? Do you enjoy making the Chao in Sonic do dangerous tasks right after they've been born? Do you have an obsession with fairies and frogs? This is all for you.
Geplaatst 20 mei 2024.
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Een ontwikkelaar heeft op 20 mei 2024 om 23:39 gereageerd (reactie weergeven)
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58.2 uur in totaal
One of those games I kept expecting to lose its charm or fun but it just kept delivering. The gameplay is so easy to grasp that it literally changes its own rules every run, and yet it's still simple to follow, despite having room to be incredibly complex. Story is not a big thing in this game though, so despite how many little quips and characters there are, don't expect much.
Geplaatst 16 januari 2024.
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12.5 uur in totaal
This sort of feels like a little classic Zelda experience, or sort of a mini Souls-esque. It isn't nearly as punishing as a Souls game, but is still too hard to easily recommend. The bosses feel incredible, the controls are nice and there are few frustrating moments. The one "bad" thing I'd say is there is there's a lot of very tedious puzzles that are dumped on the player all at once that are thankfully optional. Main game is phenomenal though.
Geplaatst 16 januari 2024.
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7.2 uur in totaal
Short, to the point, and fun. It's an action Rogue-like where you fight cute interesting enemies that all have different moves and types, and your own moveset is summoning those same enemies. One of those games I put in only a handful of hours and it feels like I did ages of a good experience. It has a lot of potential complexity, with element types and potential cool combos, but also is very playable casually.
Geplaatst 16 januari 2024.
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14.0 uur in totaal
I have a hunger for more classic Rogue-Likes, and this itched it well. I wouldn't say it's perfect, but if you crave an old tactical rogue game, definitely give this a go.
I would say in general it's not the best balanced game, and runs take a bit too long. Due to balance, there are "easy" ways to play the game and "hard" ways to play the game.
To me, that's not a bad thing. It sort of means I get to choose if I want it to be difficult or easy just by choosing classes or equipment instead of by choosing a difficulty setting. This is not for everyone.
Really though: if you like this type of tactical rogue game, or just like rogue-likes and haven't tried something more based on the original game, give this a try.
Geplaatst 16 januari 2024.
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13.1 uur in totaal
Interesting walking simulator before the rush of walking simulators. Amazing experience.
Geplaatst 16 januari 2024.
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12.2 uur in totaal
If you relish in the cuteness of things, this is a great action game.
There isn't a lot that "matters" to the game as a whole but it put a ton of effort to make every little thing feel fun and wholesome. It sort of borders the line between being an action RPG and being a life/town type of game. If that's good or bad it's up to player interpretation.
Geplaatst 16 januari 2024.
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