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14.0 ώρες συνολικά
About what you'd expect from a Starship Troopers RTS done well. Has the right feel, the masses of bugs really do feel like hordes and the animations for it all is damn on point. The undertone of satire is pitch perfect. Honestly one of the best implementations of "limited forces" missions in an RTS as well. The only thing I could wish for is that it was a bit longer.
Αναρτήθηκε 31 Ιανουαρίου 2023.
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18.4 ώρες συνολικά (12.4 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
This is like Vampire Survivors but better in nearly every way. More replayability, more variety, classes matter more, smoother progression, shorter runs (15ish minutes) easier to fit into a short trip or lunch break, etc. Its also a bit more actively played and you can customize your map with helpful traps and features to even further cater to your playstyle.



That being said, if you've played neither I'd buy and play Vampire Survivors first. It'll teach you the genre and be a smoother intro as Vampire Survivors is a bit more simple so a bit easier to get into. Also if you play Boneraiser Minions first and go to Vampire Survivors it'll make Vampire Survivors feel worse. So play Survivors first and enjoy just how fun it is and then come back here and buy and play this game to see how a new game built upon the foundation Vampire Survivors laid first as a web game before it made it to steam.
Αναρτήθηκε 21 Ιανουαρίου 2023. Τελευταία επεξεργασία 21 Ιανουαρίου 2023.
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8.0 ώρες συνολικά
This is a very good game. Liked my time with it alot though at some point you do start to just see everthing it has to offer. Well worth the price and introduced me to a new genre. I heavily recommend buying and playing this game.

And if you like this game once you start getting bored of it I recommend Boneraiser Minions. It plays alot like Vampire survivors except it has alot more variety and more replayability because the classes make ALOT more difference and there are less "right answers" like there are in Vampire Survivors. Runs also take a max of around 15-17 minutes in Boneraiser Minions vs the 30-35 minutes possible in Vampire Survivors so a round of Boneraiser Minions is easier to fit into a lunch break.

That being said IMO buy and play the OG first, Vampire Survivors. Have your fun. Enjoy the heck out of this great game. And then when you're done move on to Boneraiser Minions. That way you can enjoy two great games.
Αναρτήθηκε 21 Ιανουαρίου 2023.
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0.0 ώρες συνολικά
I'm pretty mixed on this but I feel like the flaws outweight the benefits currently.

I don't mind the dreadnought being only certain missions. It keeps it special and its very powerful so honestly it would trivialize normal missions. People have a hard time sneaking with it or setting off multiple spawns, and I get that, but that's why you pull to it if you think its going to be a battle too close to other spawns.

That being said the DLC really does have a problem with its missions having spawns set too close together. One missions I had to spend 3 full turns retreating just so I could finally take the fight without having other groups join in and zerg me to death. IMO this is something taht needs to be addressed.

Also without a doubt the DLC makes your game a little harder. The new missons are have stronger enemies and close spawns.


Lastly the TECH MARINE. I don't mind the class being bit underpowered but its play needs some QOL. Sending your servitors out, them coming back, and the servitors following you actually makes the little robots set off hazards and overwatches and attacks of opportunity. While with a bit of care you can easily avoid this when sending them out, when they return at the end of the rturn and when they are following you they should be immune to overwatch and hazards and attacks of opportunity.

- The Tier 1 Multi-Melta Servitor needs to go from 2 shots max to 3 shots max per deployment and each shot needs to do 3 damage per shot instead of the current 2. This increases its total damage potential from 4 damage to 9 damage per deployment. This sounds high but its not for a weapon this conditional and that lacks stun damage.

Right now it does 2 shots for 4 damage with the cost of 1 AP to activate it. But 4 damage is like the average expected damage of a standard storm bolter. And a T1 storm bolter variant without stun would do 5 damage baseline. So 4 damage at average range is not special and needing to jump through extra hoops and having it destroyable and etc makes it really weak. If it has higher tradeoffs and is more conditonal than simply using a storm bolter then it needs bigger reward in return. 9 damage per AP would make it a superior damage option PROVIDED 3 people shot at a target within its range. The Tech Marine on its own would only be able to do 6 (3+3) from the bot and then 6 (3+3) from the bolter for 12 damage using 3 AP. A bolter firing 3 times does 12 damage. So even with this massive buff to the Melta Bot it still only does better damage than a storm bolter with team work. That shows just how bad its baseline state is.

I AM AWARE THAT MECHANICAL ADEPT AND AWAKEN THE MACHINE EXISTS as well as multiple servitor slots. But right now the baseline Multi-melta is a waste of AP to use if you do not spec into Servitors. And that's just bad balancing. The Heavy Bolter Servitor is a good example. Well placed you can do 9+ damage using 1 AP even baseline with no abilities and this makes it feel like the Tech Marine is getting something back for everything they give up. And then if you invest in your bots in armor and ability choices on level up you can do even more. But you pay for it severely in survivability and if your bots die you lose alot of your power. THAT is a good tradeoff. Multi-Melta Servitor just sucks and is worse than a storm bolter unless you specifically build for bots.

- Since Servitors move only at the end turn phase if you place a servitor, end a fight, and then encounter a new fight the servitor will not rejoin you until the next actual end turn. Combined with executions I ended up 2 screens away from a servitor before the turn finally ended and it rejoined me. The practical impact is that I did not have that servitor for an entire battle since its move radius is based on its position, not yours. My Tech Marine was basically just a bad melee knight for that entire fight and got carried by the rest of my team because its key servitor was held in poor game design jail the entire fight. I'm just glad there was no hazard zones or overwatch as it would have certainly ran through all of it.


- The Tier 1 hydraulic claw servitor is a worse version of the Servo Skull that taunts. The skull has plenty of ammo when put on an apothecary and syngergizes with the apothecaries' job. The Hydraulic Claw Servitor not only will likely take damage from splash and other sources before being used most of the time, but its also far weaker because once its destroyed its gone.


- The Tech Marine and bot need default armor or need a free self armor spammable that affects both bots and Tech Marine to match the normal Knights self armor skill. This is because AOE skills from blooms and the plant artillary near bloosm punish Tech Marines HARD. With no way to spam armor per turn both Tech Marine and Bots get chewed up fast and the plants seem to focus them intentionally. This can make a Tech Marine a liability on any mission vs the bloomer or spreaders....which is a ton of missions.

Heck, the Servitors may just need to be immune to AOE in general unless directly targeted. They're so fragile and AOE is so plentiful with Plague Marine Krack Grenade spam, blooms/flowers, many boss fights, Plague throwers (like plague flame throwers), those machines with the threshers on front that charge you, etc. One boss battle in specific just spams AOE at you constantly that pierces armor, so bots would be useless vs the boss you have to crit and cut each limb off to kill it.

And then to add insult to injury, if your bot gets destroyed (which it will very easily in some missions) it counts as a critical injury for failing the bonus objective. That's just stupid considering how little control you have on keeping them out of danger.


Some of the deficiencies of the Tech Marine turn around and start being good after investing many many hours into them for higher levels and abilities and gear tiers. Carrying their weak and heavy arses until both their gear and levels can catch them up to the power of your other knights. But other issues never go away like the QOL issues with pathing through hazards and overwatch and extreme vulnerability to AOE spam in a game with a ton of AOE spam. Meanwhile you coulda just been using a more effective knight the entire time.
Αναρτήθηκε 18 Ιανουαρίου 2023. Τελευταία επεξεργασία 20 Ιανουαρίου 2023.
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121.0 ώρες συνολικά (58.3 ώρες όταν γράφτηκε)
Warhammer 40k + Xcom basically with a few twists of its own. Very good. The Warhammer 40k flavor and universe lend itself perfectly to being an XCOM game and there are no hit %s, only scaling up and down damage. Now there is RNG in terms of enemy spawns wandering and mutations and warp effects, but in general you have way more power to control these than 95% hit chances that miss multiple times. And the execution AP bonus for your entire team means that careful planning can really snowball battles.

Be wary though, the game does not hold back. It hits hard and sometimes enemy spawns are pretty close together. Remember to save, if enemy spawns are close remember to pull them back to another room for the fight. And remember that patrols move between turns in the direction shown.

Also, and the game doesn't tell you this, but focus on getting servitors at the start to build your ship. Check each mission available and always choose the ones with servitors for like the first 6 missions so long as you don't let the bad events stack on a single point. Getting a strong ship building start will help alot.


EDIT: I do want to mention that plague marines and drain effects are very annoying though. Prolly my only real complaint. Some fights enemies will proc drain on you repeatedly, which removes your ability points you use for special abilities including healing. I'd say the game encourages you to spend your willpower and then kill to get more but the drain is so strong sometimes that you effectively have no abilities. IMO the proc rate on drain should be reduced by a fair amount just to make the game more fun. Losing all your cool abilities from mooks doing low damage to you through your cover and armor and etc just feels really bad.

Plague Marines specifically are annoying due to the krak grenade spam. Long ranged, breaks through your armor, AOE, ignores and destroys cover, and usable even if they have their ranged disabled. They only get 1 I think, but you face so many of them it really adds up.
Honestly the only change I want is for Range disable to also either prevent them from using the Krak grenade or make the range on it significantly shorter. Right now the grenade has no counterplay of any kind, its guaranteed chip damage in AOE that also destroys your cover.
Αναρτήθηκε 18 Ιανουαρίου 2023. Τελευταία επεξεργασία 20 Ιανουαρίου 2023.
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5 άτομα βρήκαν αυτήν την κριτική χρήσιμη
10.6 ώρες συνολικά
Κριτική Πρόωρης Πρόσβασης
A great framework, a busted execution. Magnificent builder and visual variety, terrible gameplay variety as things are horridly imbalanced. One of the worst auto targetting systems ive ever seen which manages to struggle both at hitting things reliably and also at being able to choose and maintain the target you want. You should turn off auto target as soon as possible. Dismal weapon variety of the series.

If this was a deep alpha game with 2-3 years to go before release I'd be excited. It's an excellent framework for a good game and the visual building options are off the charts. But its not, its an EA game nearing it's release run. on version 0.9 and their latest patch aimed at making all builds viable is a horrific failure that just made every boss much tankier and more frustrating with new weakspot mechanics on an already broken targeting system.

The different gameplay builds basically boils down to "choose a bleeding edge DPS build or shoot bullet sponge bosses forever". Not really a choice. Tanks have no utility to tank for anything else. Being able to go fast is cute and momentarily amusing before you realize it doesn't actually help you with any gameplay tasks. Playing a supportive build just means you carry more ammo at a time, but ammo infinitely drops from enemies and there are no allies to supply and no means to supply them even if you could. You could go for the farm heavy build to accelerate your farming of parts and materials...but you're much lower DPS makes you so much slower at k illing that it;s not actually an advantage. So effectively DPS is the only metric that matters as all the boss attacks are dodgable. To give you an idea I had the highest level support frame for a Worm Boss. I was using free aim because auto aim and target is useless. The boss constantly dug around the arena, had rotating shields you had to shoot over, had shields beneath that you either had to deplete (or the much faster option is to stun them with specific weaponry I thankfully had on hand) and then you do like 5% of its hp before it recovers and runs. It spends most of its time either burrowing around or in an invulnerable phase nuking the entire arena (which doesn't matter since you just fly over all of it) And it constantly interrupts the only phase you can shoot it to do other stuff. The worm boss was the worst one, but even the easiest bosses are going to take you 10 minutes of shooting with a non-DPS build. 10 minutes of feeling completely safe shooting at divison level bullet sponge unless you're a DPS build.

And a for gameplay variety?

- Melee is actually decently varied with like 12 different options with their own styles. None of the melee is very deep at all, but its not bad. You also have dual wielding and 1 h melee + shield options as well as 2h. Not bad.

- Ranged ballistic weapons have semi-auto, auto, shotgun, and timed grenade launcher. Those are not catefories of weapons, you get 1 non-customizable version of each. Fire rate cannot be adjusted, no option for contact grenades, etc. Of those the auto ballistic and grenade launcher both suck and semi-auto and shotgun are what you'll use. Auto technically has better DPS but its so ammo hungry and limited you'd only ever use it specifically on a vulnerable boss phase..if even then. Terrible variety, no dual wielding, 1h not usable with shield.

- Energy weapons are semi-auto, auto, wave, and beam. All 4 are actually good but the first 2 are basically just copies that play the exact same as the ballistic version and wave plays very similar to the shotgun with diff graphics. Th beam pierces all enemies and feels very nice though. Terrible variety, no dual wielding, 1h not usable with shield.

- Launchers are something you have 4 options of as well. Lockon missiles standard like you'd expect albeit super slow in this game..but effective, Swarm which is an unguided salvo ahead of you. nuke which launches 2 high impact missiles shortly ahead of you in a tiny arc...mainly useful for stunning and knocking down, and I think there is a 4th I've used so lilttle I can't remember. But as far as launchers god these cover the basics and launchers feel better to use than ranged by a good bit. While more variety would be nice, you don't really expect much variety from missiles.

- Energy bits: These are floating weapons that accompany you. The default just gives weak shots along side your own, there is a melee option that slashes with them, there is an option that shoots a ton of skinny beams in front of you that achieves about the same thing as the slash in a wider area, and then there is the giant kamehameha beam you have to plant for. Again, like launchers for what it is I don't really expect much variety and they are all satisfying enough. If the mianline ranged weapons had more variety this wouold be fine.



So yeah. to turn my score positive I'd need way less bullet sponge bosses. If the game is gonna be only balanced around DPS builds, and other builds are not going to have any value in the current design, then only give me the option of playing DPS builds lol. I'd want more gun varierty, 4 of each ballistic and energy is pitiful, especially when two are the same semi-atuo and auto options and only half are viabe. The auto targeting and autoaim needs a complete rework or just remove it.

Those 3 things get done and I'd happily reccomend this game. But as it stay far away. It has less than 100 concurrent players for a reason.
Αναρτήθηκε 30 Δεκεμβρίου 2022.
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6.1 ώρες συνολικά (6.1 ώρες όταν γράφτηκε)
Solid lite business/time management sim, like an upgraded browser or mobile game which is not a bad thing for this genre. Good humor, dash of sexy, looking good, BUT, it takes too long to play out. The first run taking it slow and teaching you the ropes? Sure, makese sense. Beating it thankfully adds more mechanics the 2nd run but the early game still takes way too long to get going and then hostile takeovers take alot longer too because the fisticuffs value is higher meaning you need more employees.

After beating several districts in the 2nd playthrough and getting access to new features I found large stretches of time with me just waiting. IMO game desperately needs to start you out on further playthroughs with 2-3 companions and just get you right into the game again,

And then as the final straw it hard locked my computer. The only game that's done that so far, First hard reboot I've had to do on this 6 month old system with up to date drivers and etc. Possibly acceptable from a AAA game doing alot of things. For a game as "simple" as this one though, there is no excuse for hard locking a system.
Αναρτήθηκε 1 Δεκεμβρίου 2022.
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51.6 ώρες συνολικά (50.8 ώρες όταν γράφτηκε)
Very Good Game, loved the heck out of it. Like a cross between ogre battle and fire emblem.

Story/characters: Solid. No super surprises here but solidly done and enjoyable enough to follow. Got a few nods from me here and there. I edited this review specifically to say that the Main character is their own person with their own character arc. It's nothing super special outside of a few standout moments, but in this day and age of blank slate main characters I still feel like it still deserves the nod. Especially with games like Fire emblem 3 Houses which (despite being an excellent game) makes your character as blank and boring as it gets. Lindly is a person, a bit of a trope but not perfect and their story and how they develop matters. You're not a faceless characterless commander, and in video games that's really worth something.

Combat: Really good. Nothing is invincble, everything has counters, its about using what you have right. And given that what you have is a toybox of your own making there are tons of possibilities here. Avoids the Fire Emblem trope of random ambushes that make you restart all the time. There is only one time in the game I can recall additional enemies arrived and screwed me, but even then this made sense for that moment and I wasn't punished for it so little to no save scumming should be required.

Building your own Army: ♥♥♥♥ yes. Lego Toy bucket of classes. Each squad can have up to 9 units in it and each unit is its own class. There are a crazy amount of effective combinations, if you use it right. All mage group that can 1 turn annhilate anything, but if they get hit first they melt? Specialized ambushers that hit the backline instead of the front? Beefy armored group that just crunches through things by brute force? Firearms that make swiss cheese out of armor? Archers that wipe out or weaken foes from a distance? Artillary that cannot defend itself but AOEs the @$@ out of enemies? Dragons for AOE and flying groups.

THEN you add on artifacts and talents. Mix and match all the groups, make weird combinations to support each other. Have specialized groups, mixed groups, carefully balanced teams, or just throw things together at random and see if you can make it work.

This is the meat of the game. The lego toybucket army building. And damn is it meaty indeed. I just wish there were more classes. There is a ton of variety already but its so good I want more. MOAR damn you :D.
Αναρτήθηκε 1 Δεκεμβρίου 2022. Τελευταία επεξεργασία 28 Δεκεμβρίου 2022.
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18.4 ώρες συνολικά
Looks like Rimworld superficially, plays more like a simpler version of Terraria. Anyone calling this a Rimworld clone didn't even play the game lol. You control a single pawn in an adventure/RPG and the colonists you add to your base are passive income sources, nothing else. I got through underlevel 14 before finally putting it down. Unbeaten, but content to leave it where it is.

It's a fun game, a good game, but not a top tier game. Maybe an 8/10 or 7/10. I'm glad that it exists, it shows more possibilities exist and had it been slightly tighter/better/more modded it could easily have gotten higher score. The potential is there. But even as is it was a fun and different romp.

The gene system for character builds was especially nice.
Αναρτήθηκε 28 Αυγούστου 2022.
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31.5 ώρες συνολικά (25.5 ώρες όταν γράφτηκε)
Outriders is slightly janky still but honestly I found it to be a better and more interesting The Division with much better itemization and ability modifiers. A lootfest 3/4 cover shooter that rewards you for knowing when to be aggressive and when not to be. Loot is satisfying, fights feels fair, and even when you run into a boss with alot of HP it still feels alot better than other games like The Division in almost every case.

In the Division you'd get the bullet sponge boss and just pop in and out of cover for 5 minutes until it was dead. In Outriders outside of rare cases usually the boss is moving as part of a pack of minions and you wear them down while dealing with all the small ones and by the time you're out of small fry the boss is normally dead or close. Bosses and combat also forces you to be more mobile and rewards aggressive mobility once you start getting a build going. Even as the long range class. I have encountered the old bullet sponge boring fight problem a few times. But most of the time even when the boss has alot of HP they still feel satisfying to fight.
Αναρτήθηκε 2 Ιουλίου 2022.
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