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Recensioni recenti di Ahh Goo Goo

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10 persone hanno trovato utile questa recensione
1 persona ha trovato questa recensione divertente
12.5 ore in totale (11.9 ore al momento della recensione)
Recensione della versione in accesso anticipato
Despite being rooted in the expansive and lore-rich world of Runescape, the game feels disappointingly surface-level. The content is limited throughout the playthrough. Enemy variety is poor, with repetitive encounters against the same mobs (rats, wolves, goblins, etc.). The Dragon boss fight is underwhelming; when first encountered he sporadically spams poison effects across your screen, but the actual fight itself is slow, predictable and easy to win.

Quests are few and far between. While some offer a bit of depth and were enjoyable, they don't elevate the overall experience. The standout aspect is the crafting and base building, which is genuinely fun. However, base defence is oversimplified. For example, if you set up in a level 2 zone, you'll constantly be raided by weak level 1/2 mobs—even when you're well beyond that stage, making raids trivial and repetitive.

There’s also no incentive to build in higher-level areas since teleportation via lodestones is so accessible, eliminating the need for strategic placement. The leveling/stat system is also disappointingly shallow. Perks are generic background buffs with no real gameplay impact, and oddly, there's no separate progression for mage or archery, something that could've easily been implemented by mirroring the existing basic perk structure.

The game runs well, with minimal bugs, and the map design is solid, but the world feels empty and repetitive. Dungeons and landmarks recycle the same enemies, which kills any sense of discovery. The only refreshing encounter was the Abyssal Demon... but even that enemy is reused in just a few spots, undercutting its uniqueness.

In short: the game shows potential, especially with its ability to pull content from Runescape, but in its current state, it's not worth the full price. A decent foundation, but sorely lacking in depth, variety, and innovation.







Pubblicata in data 17 aprile.
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2 persone hanno trovato utile questa recensione
1 persona ha trovato questa recensione divertente
61.0 ore in totale (59.7 ore al momento della recensione)
The Kingdom AI in the current state is dumb. In my game play in end game, enemy factions would declare war on you when they are vastly behind and demand tribute when I, had 20+ prisoners to their 0, also ally lords would annihilate any of their lords in battle causing their causality numbers to be up their with the Jews in WWII, and of course never swearing allegiance to me (joining my faction) because of not enough relation? Mind you relations would be 50+ in most circumstances from freeing them after battle. There is just so much missing from diplomacy that the current state of the game makes it feel like your Sisyphus.

Why is there no system in place to cause lords to consider external factors such as.. the prosperity of their clan/house... finances from endless war... and i don't know.. not being completely and utterly mindless? The current state acts like good for nothing rat raiders that rape and pillage every town you have in sight. Sure this would make sense to lords that have such evil traits, by my god it's a god awful system when everyone does it.

Another problem that is frustrating is just trying to ally someone. Forgetting the previous problems stated, actually trying to find a clan/house leader to negotiate with is a complete chore and a game of hide and seek. Why isn't there a system in place to easily identify leaders of clans/houses, a way to request an audience with them, or marry your family members with who you want to create a more strategic way to play? Nope you'll be spending all your influence trying to make peace with factions because thats all you can ♥♥♥♥♥♥♥ do...

Sieging is has annoyances too, why would anyone think its a good idea to build ballistas in front of their siege war machines? There needs to be a better siege reserve system, and actual differences in ranges per weapon.. how is a trebuchet getting hit by a ballista anyway? On this note other than breaking walls/ enemy siege machines, they're useless when attacking in battle. AI when defending tend to stand around, why cant idle archers have formations to inflict periodic arrow barrages etc.. If you also have the means in your party, why is only one war machine being created when you have other engineers in your party?

And finally, killing lords because previous points re-occur making the expansion of your kingdom awfully slow . From my understanding, there is no positive to killing lords.. so whats the point? Being high honour is like being a god in this game, but killing a lord that keeps plundering, sieging, killing and raping your women isn't allowed to be killed by your own hands? Oh but you could capture of course, and if they're not a leader it's a utter waste of time mid to late game. They'll offer you 7k denar to release them after causing 50k+ worth of damage to your settlements and add ofcourse the loss of high level troops.

I don't know how sequels have LESS features than their predecessors, but this is another prime example. When will this game be complete? Who the ♥♥♥♥ knows.
Pubblicata in data 6 dicembre 2022. Ultima modifica in data 12 dicembre 2022.
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Nessuno ha ancora trovato utile questa recensione
0.3 ore in totale
Game should be free with all the characters locked behind paywalls.
Pubblicata in data 20 settembre 2019.
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1 persona ha trovato utile questa recensione
27.2 ore in totale (18.8 ore al momento della recensione)
Recensione della versione in accesso anticipato
First of all, this game has a lot of potential and i love the work that was put into this. But at the current stage the game is frustrating to play... let me explain.

Primarily, the game is too grindy at the start. I believe to attract an audience or at least to maintain the noobs is: Scrap the infinity room design. It is actually a blessing to clear a diner or a foodstore that has a boss in it, because that has approx 5 rooms. You get up to 100 rooms in the apartments. Like why? Make that a late game feature... i dont want to look through every room, looting useless items constantly, just to find the key for the locked rooms. The starting area should just be a mission area IMO and less rooms.
- Note on this... It's a perfectly fine system for when you reach the city, level 30 area or etc... but does not fit the starting area and kills some immersion (for me) seeing that this apartment suddenly had enough rooms for a skyscaper.

Add a map feauture. The infinite room design is absolutely brutal trying to navigate what room you havent checked for the bloody key, or for a simpler early design mark fully looted doors with 'something' until they reset.

Stop the infinite spawn, make it at least a 5 min respawn timer for zombies. Also on this note, if you have fully cleared the room behind you, remove zombies randomly spawning in from the door of that room.

Make NPCs unlock doors - do this mission.. get this key.

If you need money for future development incorporate an ad scheme, watch X amount of ads restore your health by X every X amount of days. - ( I don't know how hard it is or if its posible to do this but was just a friendly idea, correct if im wrong).
Theres a lot i can add for future development but i'll just leave some simple fundaments for now in my opinion.

I want to see this game grow and improve, i think everyone who plays it knows the potential but leave in numbers because of the undeniable straight hard grind at the start. This is purely constructive critism and i hope you give a chance to read this, thank you.
Pubblicata in data 30 gennaio 2019. Ultima modifica in data 30 gennaio 2019.
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