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กำลังแสดง 11-20 จาก 48 รายการ
192 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
4 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
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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
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
29.9 ชม. ในบันทึก (20.1 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Genuinely joyful arcade-style spaceship shooter. Plays a bit like the classic Atari game Asteroids, with a rouguelike twist (and, no offense to Atari fanboys, but Nova Drift is also actually fun). No permanent upgrades, but you do unlock some stuff.

Ordinarily my reviews are a bit verbose but Nova Drift is so simple it's hard to. It's a small game with a shocking amount of depth and polish. It's a simple concept, fight off waves of enemies and upgrade your ship as you go, but the way mods are offered to the player semi-randomly means you can, to some extent, choose how you want to play, and there are a LOT of ways to play. There's drones, movement-based strategies, slower tanks, the Architect ship body (which can only have 1 drone/construct, but makes it INSANELY strong), and even some goofier ones like relying entirely on crashing into things to deal damage. All of these gameplay styles are actually meaningfully different from each other AND all somewhat capable of winning, though of course your mileage may vary.

There's a lack of game-breaking combos, which to some people is a dealbreaker in a rougelike, but the Wild Mods gamemode adds repeatable (and sometimes gimmicky) stat bonuses more akin to what you might expect from a traditional roguelike, at the cost of losing some of your ability to control your build.

An absolute must-buy in my opinion. This isn't the kinda game you'll play for hours on end, but a half-hour here and there is always a nice refreshing experience. I bought this game years ago and to this day I have not gotten tired of it. Also plays very well on Steam Deck if you turn up the text size in the options.

If I had to suggest any one thing to add to the game, an option to override your ship's color with an RGB slider would be nice. Your ship's color is usually set by what shield you have equipped, but it'd be nice to be able to choose, and also I'm curious what some of the shield VFX look like with different colors. This also might have some accessibility benefits for colorblind people.
โพสต์ 26 เมษายน 2024 แก้ไขล่าสุด 26 เมษายน 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
25 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
0.0 ชม. ในบันทึก
Not Rimworld's best DLC, that title probably goes to Ideology or Biotech, but still probably worth it. Anomaly is more story/combat focused, sort of like Royalty was supposed to be in theory, but this DLC pulls it off way better. Tons of new stuff to play with, new things to do, and if you don't feel like dealing with it in a playthrough, you don't have to! As long as you don't start the void monolith event chain, you can just play Rimworld as per usual without abominations knocking on your door. The research tab for Anomaly stuff is still visible without activating the void monolith, which bothers me a little bit, but that's a pretty minor nitpick.

Admittedly, having the DLC essentially be a toggleable questline is not REALLY ideal, and there's some other minor issues, but this DLC has opened up a lot of interesting potential for the game. I would love to see other smaller quest-focused DLCs like this and Royalty, though I think they should be priced lower than Biotech and Ideology. [30$ for Bio and Ideo, and 20$ for Royalty and Anomaly would be fairer pricing in my opinion.]
โพสต์ 16 เมษายน 2024 แก้ไขล่าสุด 26 เมษายน 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
60.4 ชม. ในบันทึก (50.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Extremely good medieval royalty simulator, complete with insane political machinations and management. Overall the game is quite good, but keep in mind that the game is already pretty expensive on its own, and most DLC is essentially worthless (with a few exceptions that are basically required, just check out their reviews individually before deciding to buy). Would write up a better, in-depth review but honestly CK3 is enough of a sandbox that your mileage may vary SIGNIFICANTLY depending on how you decide to play.

Overall good, but sometimes DLC mechanics are integrated into the base game even without the DLC and typically this is done quite poorly (though this is nothing new for a Paradox game honestly). Think VERY carefully before buying DLC.
โพสต์ 8 เมษายน 2024 แก้ไขล่าสุด 18 กันยายน 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
17.6 ชม. ในบันทึก (5.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Extremely good farming sim/monster battler, with a larger focus on the monster battling, exploration, and deckbuilding overall. The main issue I have with the game is a lack of content overall, which I'll go into more in depth later, but what is present is polished to near-perfection. There's 60 total monsters, not that many cards for each to use. In fact, it seems like most monsters share the same set of cards, based on their elemental type. There's SOME variation, but it'd be nice if there was more. Their designs vary from decent to great, and each 'spirit' has a unique ability, which is nice. This ain't Cassette Beasts or anything, but it's got a decent amount of variety.

There's 4 types of elemental islands plus beach islands (which don't have any unique plants), 5 creature types total as far as I can tell, and each have their own sort of gimmick except for Earth type which is pretty much the 'normal type' of this game, having no gimmick but overall higher damage. I actually like the low amount of types, it keeps things relatively simple and lets each type be more well-defined.

The life sim stuff is nothing to write home about, at least from what I've seen. The characters are quite likeable though, and it was a fun surprise seeing they all had pronouns listed in the relationships tab in the menu (although it made me feel bad for having accidentally misgendered them, but oh well). I think this is the stronger part of the game, the quests are all interesting and provide good rewards, and I like how the quests for giving spirits to the NPCs actually result in them having that spirit around them every now and again, though honestly I'd like to see that more.

Long story short though, there's just not that much to it? Collecting Moonstone is kind of annoying, and it's the main progression-gating item, aside from money (which incidentally is also somewhat tricky to get, though not nearly as much). You can get Moonstone from dungeons and chests, but mainly you'll get it from islands since there's 1 hidden in the grass on each island, re spawning in a new random spot every season. It's only visible during nighttime, which is a pain, since you only get so long before your character passes out, but whatever. The Warp Whistle exists for a reason.

Mines being non-renewable is interesting but it's a pain having to fly further and further out for more resources as you expand. Would be nice if mines could show back up on a previously-mined island after 2 seasons or something.

Also, the inventory wheel on controller, used to select your tools, is too small to fit all the tools you get access to, but only by like 3 spaces. For the different flight tools, it makes sense to only have 1 on the wheel and have you switch them out, but there's a fishing rod, the Warp Whistle... and so overall juggling your tool menu is kind of annoying. There's tons of inventory spots, couldn't you just let me put a tool or two in one of those to save time messing with the quick wheel? Aside from that though, the controls and inventory work pretty much flawlessly.

Honestly, it feels like a late Early Access game to me, like it should be a version 0.8. It's good, don't get me wrong, but it desperately needs more meat on its bones, a little more polish. More sidequests, a bit more direction on the game's core progression to start with, and some quality-of-life features would make this game great. A little less waiting for things to happen, also, a lot of things are tied to game time but there's not a ton to do while waiting once you've got your bearings gameplay-wise. After ALL that, maybe some more spirits/monsters, I don't know.

My last minor gripe with the game: the tutorial is completely inadequate. It teaches you mostly about farming, which is a SHOCKINGLY small part of this game, teaches you about battles, and leaves you on your own for the social aspect of the game, for crafting, for collecting Moonstones especially... it's not a BAD tutorial, but it's not a good one either. Dialogue doubles itself sometimes in the tutorial, it's really just a mess.

So, tl;dr, this game is worth it for the price you pay, so long as the dev team doesn't abandon this for a newer project. Fingers crossed I guess?
โพสต์ 25 มีนาคม 2024 แก้ไขล่าสุด 25 มีนาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
29.1 ชม. ในบันทึก (5.1 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Extremely competent Survivors game with a unique focus on inventory management. Limited inventory space and oddly shaped weapons make building your character a bit of a fun puzzle between sections of combat. The game encourages you to experiment a bit with different builds through its achievements, and the sheer variety of what you can accomplish depending on your setup is quite impressive actually. Graphics are fine, gameplay is pretty great, music and 'story' are basically cut-and-paste to the point where it's more enjoyable just to ignore them.

If I had one criticism, it'd be that the currency you need to unlock almost all new weapons and upgrades can, if you choose your upgrades poorly, become quite difficult to obtain. You can refund upgrades though so this is basically a non-issue, though there's probably someone out there who slowed their progression to a crawl without realizing.

It's fun. It's no Vampire Survivors in terms of gameplay quality, but it's a decent twist on its genre and definitely worth the price.
โพสต์ 25 มีนาคม 2024 แก้ไขล่าสุด 25 มีนาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
3 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
22.6 ชม. ในบันทึก (10.9 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Extremely competent and polished classic-style RPG. There's no dodge-rolls, no fancy combos. You swing your sword, use spells, craft items, and fight some of the best-animated bosses I've seen in any game ever. There's a few minor glitches here and there but 99% of them can be fixed by just entering a loading zone. The story is a little goofy and cliche, but honestly it fits the game's aesthetic. There's some comedy in the game, and unlike most games that try for it, it's actually funny, and doesn't overstay its welcome.

As the name suggests, there is some grinding, but the game seriously makes it easy on the player. Enemies respawn faster and faster if you stay in an area killing the same enemies long enough, and there's ways to increase drop rates substantially. Strictly speaking though you could go the whole game without grinding anything at all, though you'd miss out on some fun weapons and armor with special abilities.

The card stat boots are fun and interesting, plus give you a bonus reason to fight enemy hordes, there's a surprising amount of depth to the character building for such a true-to-tradition RPG, and the character customization, while limited, is definitely enough to make you stand out from your friends if you're playing multiplayer (which, incidentally, is also EXTREMELY polished).

The game isn't huge or anything, but what IS there is polished to perfection. Worth the price in a heartbeat, and would STILL be more than worth it if the game was 30$ instead of 15$.
โพสต์ 4 มีนาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
5 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
0.0 ชม. ในบันทึก
meh
โพสต์ 4 มีนาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
0.0 ชม. ในบันทึก
Interesting new culture type, and also the ability to play as a pure-nature-affinity empire. Blowguns are a non-entity, just a hideous bow reskin. Character customization is pretty limited (as always), most of the new races have like 3 head options and usually about 1 of them looks good if you're not going for the 'insane warmonger' look. The terraforming innate to the primal culture types is cool too.

So, tl;dr- good addition to the gameplay, mediocre addition to customization/lore. If you're playing the base-game, you don't care about lore or customization, so if you like AoW4, this is probably a decent purchase.
โพสต์ 4 มีนาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
7 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1.2 ชม. ในบันทึก
Okay, first off. this review is not negative because I dislike the gameplay changes from the original Yume Nikki to this game. Adapting Yume Nikki into a 3D puzzle-platformer is a genius idea. The issue is the execution.

A number of items required for game progression are found in very unusual locations. The puzzles are good for the most part, but oddly enough the ones required for progression are the most baffling. One of the game's key items is hidden behind a wall that looks identical to all the others around it, save for a prompt appearing when you get really close, but who in their right mind is running up against every single wall?

Most of the abstract and interesting areas from the original Yume Nikki are gone, replaced with generic buildings. Number World, one of the single most visually distinct and interesting areas in the original, is still 'present', but has been replaced with a school building. The new areas aren't much better. There's one with mannequins, which acts as a cheap jumpscare once and from that point on is just boring. Not all of the abstract areas are gone, admittedly, and some of the more memorable ones do make an appearance. But the presence of new areas makes certain omissions even more baffling.

That's not really the issue on its own, though. The buildings are fine conceptually, and I guess turning Number World into a school KIND OF makes sense, but the generic building-like areas in the game look straight out of the Unity Asset Store. I can't actually back up that accusation with facts or anything, but it sure does look like it.

Overall, it's a pretty mediocre puzzle platformer. Without the Yume Nikki paintjob, it'd be a 5 dollar indie you'd see while browsing your Steam recommendations and inevitably skip, because it just doesn't look good enough to spend money on. Same thing here. Glad to support Yume Nikki's original creator, but this ain't it, chief.
โพสต์ 26 กุมภาพันธ์ 2024 แก้ไขล่าสุด 26 กุมภาพันธ์ 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
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กำลังแสดง 11-20 จาก 48 รายการ