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กำลังแสดง 1-10 จาก 47 รายการ
4 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
7.5 ชม. ในบันทึก
บทวิจารณ์ระหว่างการพัฒนา
Not worth it in its current state. That said, there's the seed of something very good here. The current version feels like an early alpha - systems are there, but they're unbalanced and don't make a lot of sense.

Things randomly explode fairly often. It's trying to do Rimworld's thing where sometimes the game is difficult and sometimes it's nice to you, except the only method they currently have of providing difficulty is making things explode if you're not in a 'high-danger area'. Combat system is barebones and most weapons tech is gated behind high-tier tech. Skill progression for robots is incredibly slow, and only slightly faster for humans, to the point where (as far as I know) in my 6 hours of playing at 3x game speed, not a single one of my robots or colonists leveled a skill once.

Production chains past basic resources are complex but the game's tools do not allow you to automate them, at least not well. If you add production orders which can't be immediately fulfilled, instead of skipping them entirely, the game will waste like 1 hour in-game-time before deciding to move on and check the next production order. This means any sort of production with scarce resources will slow down all production significantly unless you're willing to build tons of buildings, which is an issue because many of the resources needed for even Tier 3 technologies can be somewhat hard to come by. I suspect the devs WANT us to build lots of buildings, but it's just not reasonable, especially not early game.

All that said, there's the shell of a good game here. Hope the devs see fit to stick around and work out the kinks, because this could genuinely turn into something groundbreaking. It's just not there yet.
โพสต์ 1 กุมภาพันธ์
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ผู้พัฒนาได้ตอบกลับเมื่อ 6 ก.พ. @ 10: 29pm (ดูการตอบกลับ)
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
55.9 ชม. ในบันทึก (52.9 ชม. ณ เวลาที่เขียนบทวิจารณ์)
This game is one of those things that's such an obvious good idea in retrospect, but nobody seemed to come up with until the time was right. Things like chocolate chip cookies, or penicillin.

Is it silly to put Balatro on the same level as either of those? Yes. On the other hand, I wholeheartedly believe that Balatro will one day be as, if not more popular than Solitaire was on Windows XP thru 7, and for good reason.
โพสต์ 22 มกราคม แก้ไขล่าสุด 22 มกราคม
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ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
57.8 ชม. ในบันทึก (45.0 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Actually one of the best Vampire-Survivors-adjacent games out there, even if you don't know Hololive or VTubers in general. Granted, it will be a little confusing if you don't (some of the in-jokes are really weird out of context), but it's still one of the best in terms of pure gameplay.

Character supers & skills are nice, the side modes and minigames are super fun (mostly), and the optional systems you can add to the game like stickers are a fun way to mix up a run.

Combine that with a lot of passives having 'super' variants, and the insane variety of weapons, and you have probably one of the best Hololive fangames out there, and one of the best Vamprie Survivors clones on top of that.

I am baffled why this isn't considered verified on Steam Deck given that as far as I know the MINISCULE amount of text input required is completely optional & the game runs pretty much fine unless you completely max out enemy spawning and projectile count.
โพสต์ 15 พฤศจิกายน 2024 แก้ไขล่าสุด 15 พฤศจิกายน 2024
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6 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
87.3 ชม. ในบันทึก (31.7 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Extremely good classic roguelike, with all the good and bad that entails. The learning curve is steep but manageable; the inclusion of Exploration mode in the Steam version is nice as it lets new players like myself get their bearings before diving into the more difficult modes. Figuring out what is and isn't an instant kill is especially helpful if you don't have to start the entire game over when you die. Some nitpicks I have with the game are ahead, but don't let them discourage you from picking this up, as it's fairly cheap and extremely worth the price.

One thing I will note is that the music is EXTREMELY bad, but you can turn it off (and non-Steam versions come with a download option that doesn't include it at all) so I don't consider this to be a problem.

Also, Exploration mode does in some ways fall behind Caves of Qud's infinite-respawn Roleplay mode in my opinion, as death has literally no consequence whatsoever in Exploration mode. In Caves of Qud, respawning in Roleplay mode resets all your progress & items to the state they were in last time you visited a town, which I think Tales of Maj'Eyal might also benefit from as an easier-but-not-too-easy infinite-lives mode with a bit more nuance (although I imagine this might be difficult for technical reasons). It would also give more reasons for players to frequent towns, which are currently still useful, but generally not a place you'll drop by all that much.

All my nitpicking aside, this game (despite my initial skepticism) definitely deserves its spot in the Legendary Roguelikes bundle alongside Dwarf Fortress and Caves of Qud. Won't spoil too much of why, just stick with Exploration mode at first to avoid getting overwhelmed, then move on to Adventure or Roguelike mode once you're feeling a bit more confident.

Most importantly, do not worry about the massive amount of unlocks. There's a reason the game starts you off with only relatively simple character classes- some of the later ones can be difficult to understand without knowledge of how the game's systems work. You'll unlock new things naturally as you figure out the game mechanics, and if you get bored of what you have and can't get any unlocks, just make an Exploration mode character and pull up an unlocks guide.
โพสต์ 12 พฤศจิกายน 2024 แก้ไขล่าสุด 12 พฤศจิกายน 2024
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8 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
239.9 ชม. ในบันทึก (106.2 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
I won't go into too much detail since spoiling the fun of learning this game wouldn't really be sporting of me. Long story short, Caves of Qud is the single best roguelike (in the traditional sense) on the market, although I would reccomend Roleplay mode (lets you checkpoint at settlements and rolls back to that point if you die) especially given how unforgiving some parts of the game are. Try to avoid guides unless you REALLY need them, just grab all the starting quests in Joppa and you should be set to explore. If you get stuck in an area, know there's probably a way around if you're creative, as technically any character build in Qud can accomplish any of the story objectives... with enough creativity, anyways. Looking forward to 1.0!
โพสต์ 27 กันยายน 2024
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7 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
4 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
0.0 ชม. ในบันทึก
The core mechanics of this DLC are baffling. Age of Wonders 4 already suffers from a problem where games are too complex and long because of the two map layers you have to deal with, and adding a third seems not very well thought-out. That said, it is uninhabitable, so you don't have to worry about enemies building up empires in there, but because the Abyss is connected through the caves AND the overworld, it opens up a ton of potential for sneaking units around. It acts as this sort of weird eldritch maze, which from a lore standpoint makes sense, but kind of sucks from a gameplay standpoint.

The third map layer also has taken the game's performance down another level again. This game is truly baffling in the amount of resources it uses even at the lowest settings, and my computer can run far more visually complex games like No Man's Sky or Cyberpunk with little to no issue. Thankfully the Umbral Abyss is optional, although performance problems are still somehow not.

Finally, the customization aspect, what I consider to be Age of Wonders 4's true strength. The new tomes are nice, all of them are good and fairly well-balanced. On the other hand, Eldritch Sovereigns are boring. Their abilities are cool, and gameplay-wise they're pretty cool glass-cannon-caster-types, but there's very little ability to modify their appearance. They have a primary color and a secondary color. There's about 8 primary choices and 5 secondaries, not even 1 for each affinity, so if you want a green elder god, you're ♥♥♥♥ out of luck. While the model customization options for Eldritch Sovereigns are good, (although there's also not that many of them), they end up lacking variety as a result of the limited color palette.

Also, the new insectoid race has a 'crest' customization option which only has 5 options, and theres 2 sets of 2 that are basically identical. There's only 3 head options, and their skin color options range from garish to boring. The Syron race type only has 5 hairstyles despite being basically humanoid. Could they not reuse the ones from humans or elves?

There has not been a bigger wake-up call that this game needs FAR more colors added to essentially every step of customization than this DLC, despite the fact that the devs have been aware of this issue and refused to do anything about it since launch because their art team wants things to be 'visually consistent' in a game whose main focus is customization. Genuinely, a customization overhaul update doing something like the Age of Fashion mod (but maybe a little more fleshed-out to prevent clipping) and some performance improvements would be far more welcome than more nonsensical gameplay updates. But then again, a 'customization expansion' DLC isn't exactly going to sell well, is it?
โพสต์ 26 สิงหาคม 2024
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2 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
0.0 ชม. ในบันทึก
Definitely one of the best cosmetic DLCs. The color combination is one of the best in the game, and it's nice to have easy access to a non-green palette on Gunner without having to grind for it.
โพสต์ 13 กรกฎาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
4 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
4.3 ชม. ในบันทึก
Baby's first RPG.

Don't get me wrong, this game is fine, but that's ALL it is. The gameplay is dated, repetitive, and pointlessly long, featuring grinding and progression all the way up to level 99. Quests are uninteresting, 'go-here-kill-that', with a few interesting ones thrown in. That said, the game has some strengths: it is exceptionally simple, relatively tame, and doesn't require TOO much thought if you're willing to put in some time to grind.

Everything is inoffensive. The music and SFX are acceptable, the dialogue and humor aren't cringe-inducing but aren't great either. The art is fairly good for an indie game, I'll give them credit for that, but there's very little variety in enemies, towns, and so on. You'll probably see 90% of everything you'll ever see in the game within the first hour of gameplay, it'll just be scaled up or given a new attack later down the line (and incidentally, all enemy attacks are identical to spells used by the player, of which there are only 7).

In a lot of ways, comparing this game to Skyrim is appropriate, not just because the plot is derivative of Skyrim, but because Skyrim is also a pointlessly large game filled with rehashed enemies that use the same exact attacks that players do. The difference is that Skyrim's writing and quest design made up for that, there's a lot more variety in things to do, and character builds aren't things you can take on and off at will, making you specialize more and giving your player weaknesses that need to be handled, changing up the challenge.

Obviously I'm not saying this game had the production value of Skyrim or should be held to the same level of quality, but I do think they could've trimmed down the fat of this game a bit. I would have literally no issues with this game if it was half the length and it honestly would accomplish just about as much. I will give them credit for the secret areas, most of which are quite challenging but also quite rewarding, with one even being the method of unlocking higher-tier gear in previous areas.

Overall, a decent game to keep kids occupied, but not really worth your time or theirs in the modern indie landscape. All this said, I hear the sequel is significantly better.
โพสต์ 13 มิถุนายน 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
0.0 ชม. ในบันทึก
Exactly what it says on the box, more armors and skins. The armors add a huge amount of build variety (and visual variety, something base-game Wildermyth is somewhat lacking for untransformed heroes) and the skins are a nice bonus, all of them look pretty great. Not much else to say, but as far as I'm concerned this is a must-buy, the new armors change the game immensely and it's hard to imagine playing without them.
โพสต์ 17 พฤษภาคม 2024
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192 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
4 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
3
16
6
3
6
0.0 ชม. ในบันทึก
I'm not super clear what spurred the Wildermyth devs to do a roguelike expansion to their game, especially considering the base game's focus on narrative, but it's here now.

[tl;dr This DLC is VERY different to base-game Wildermyth, so consider this a 'think before you buy' more so than a negative review. Keep in mind that there is very little depth to Omenroad mode narratively, and the new campaign is SIGNIFICANTLY harder than any of the base-game ones. Omenroad is basically a paid challenge mode, and if you don't like that, you will not like the DLC. Not recommended for new players.]

Wildermyth's gameplay is very, very focused on narrative. Even in procedural campaigns, there's some degree of story, things happen in an order that makes sense, and you upgrade (and lose heroes) as you go, following a traditional narrative structure. You'll struggle, you'll have triumphs, but nothing is truly unavoidable- the story works out the way you write it, so to speak. There's always a way through for a player willing to look for it, whether that's through planning where to take on incursions, strategically cancelling enemy upgrades, gear setup, opportunity events, and so forth and so on.

Unfortunately none of this really translates to the roguelike mode, Omenroad (I'll get to the campaign later). Things are just sort of randomly dropped around for you to pick up. Transformations from story events randomly pop out of shrines. Gameplay-wise, it's a minimaxer and character builder's dream, and if I'm completely honest it's quite good as a roguelike, but there's even less heart in it than an average procedural Wildermyth campaign, and I say this as one of few people who actually enjoys those (at least according to the achievement completion percentages).

The main issue I have with Omenroad gameplay-wise is that all loot from each level is time-limited and randomly placed within the battle map; you have to get there in a certain number of turns or it's gone. This is fine on its own and exists already with spirits in the base-game, but is somewhat worse in Omenroad as certain characters aren't really built to be in the frontline, and if they want to get rewards, they have to be actively pushing towards the shrines or chests or whatnot. This results in Warriors being generally getting much stronger than other classes, which is also true in the base game due to their fast level up rate, but not NEARLY to the extent they are in Omenroad runs. Mystics especially suffer from this, as going to get loot is generally a death sentence for them in higher difficulties.
Basically, a fairly normal gameplay choice leading to a LOT of unfortunate consequences.

Fights are made a lot more tense by a significant lack of healing, which can be good or bad depending on how you look at it.

The difficulty is a step and a half above what's usually present in game too. This MOSTLY applies to the new Omenroad campaign, which is admittedly quite interesting from a narrative perspective, but the sheer quantity of high-ranking enemies you'll be facing is truly absurd, even outside of boss stages. Most of the challenge actually comes from keeping your heroes un-maimed enough to not be handicapped to the point of a softlock, which is, again, mostly random, and frustrating if you're not expecting it. I'd never seen Wildermyth generate 9 True Gorgons on a map on Tragic Hero difficulty only halfway through a campaign, but now I have, and I do not like it.

So, long story short, Omenroad changes the game, for better and for worse. The gameplay of Omenroad mode is much more challenging and fast-paced, at the expense of strategic depth, narrative depth, and making Hunters and Mystics even worse in the early game than they usually are. I could go on a diatribe about how Mystics are the most interesting and inventive class in the game, and how this is a tragedy, but I'm basically the only person who cares about that, so let's just move on.

So, is this worth buying? If you want something new and different out of WIldermyth, or want a cool new challenge, yes, absolutely. It's a good, competent roguelike mode, with an incredibly challenging and well-written campaign as well. If you wanted Wildermyth adapted into a roguelike, while keeping the charm of the base game, you're kind of out of luck.

Omenroad loses most of the charm and strategy that base Wildermyth has in favor of pure action and combat. It's like the difference between planning a trip around the Grand Canyon, and climbing across it on a tightrope. Both of these things are probably fun, but the Venn diagram of people who enjoy one or the other is just two circles, not even touching each other, And let's be real, you're not paying attention to much while you're on that tightrope besides not falling off.
This metaphor also works well because, like walking on a tightrope across the Grand Canyon, Omenroad is also quite unbalanced.

That said, I'm glad I bought it. I would just suggest that people who like the style of the base game avoid this unless they're certain they'd enjoy its style.
โพสต์ 16 พฤษภาคม 2024 แก้ไขล่าสุด 17 พฤษภาคม 2024
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กำลังแสดง 1-10 จาก 47 รายการ