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Beefyrulz の最近のレビュー

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8 人がこのレビューが参考になったと投票しました
総プレイ時間:1.2時間
I definitely don't hate the game, but I'm having a hard time loving it either.

I think the style is fantastic, makes for a very visually striking game.
The gameplay is seriously lacking though.
From inconsistent/unreliable controls, to janky or awkward interactions, the game is just kinda hard to play for all the wrong reasons.
The cover mechanics are nice, but annoyingly aggressive/magnetic. It can be annoying trying to fight enemies or avoid attacks when your character is basically stuck to cover against your will, especially since they move much slower in cover as well. Which wouldn't be so bad if it was deliberately my choice to get into cover in the first place.
Not to mention the game seems heavily reliant on you being in cover since most rooms and fights are littered with it and the game buffs your reload speed for being in it.
Which on the topic of reloading, since all guns reload automatically and only one bullet at a time, it can be slightly annoying trying to keep track of how much ammo you have left, or even when you're actually reloading. Since the only way you can deliberately reload is to just stop doing anything, up to and including avoiding being shot/whacked. Though you can still move of course.
But also coupled with awkward reload and cover mechanics is awkward shooting mechanics as well. While pistols and shotguns feel well enough with not having any sort of 'wind up/aiming' time, rifles are cumbersome to use and deal 'okay' damage. Especially since your 'crosshair' is tethered to your character with less range than a shotgun combined with the sort of isometric and ever-changing camera position, it can be really frustrating and annoying even trying to line up accurate shots especially at even slightly longer ranges. Even more than that though the game also suffers from the same problem almost all top-down 'isometic' style shoots suffer from which is depth perception. Which is to say it can be hard to tell where various in-world elements are (crosshair, projectiles, enemies, AOE effects, etc) in relation to other things in space. So ultimately the game effectively forces you to always play as close to the enemies as possible, but also wants you to keep your distance which can be hard to do either with all the jank you have to deal with. So I have no clue how the game expects players to play.
The in-run upgrades are pretty disappointing too. The earlier level of these upgrades give significant improvements but give exponentially worse improvements at higher levels. While I understand this is likely to encourage players to diversify in their upgrades, it also actively punishes specialization and is still ultimately bad even for people who do diversify since at some point the upgrades become effectively pointless regardless of what you choose.
Speaking of which enemy scaling seems like it needs more work as well since between levels, enemy stats increase at such a rate where you really NEED better/higher level guns between each stage. Which even that only takes you so far since the only stat that seems to increase with a guns level is its base damage, and only by a bit. A Level 5 gun is significantly better than a level 1, but a level 2 is only marginally better than a level 1.
Even the abilities didn't get much use out of me since they're either too situational/didn't work half the time, or just generally a bit ineffective.

But I dunno, maybe it gets better if you really invest your time into it, and like I said I certainly don't hate it.
However I just can't really see myself coming back to this game any time soon, or at all for that matter.
投稿日 2022年12月1日.
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総プレイ時間:29.5時間 (レビュー投稿時点:16.4時間)
早期アクセスレビュー
A fun, if albeit very repetitive top-down stalker inspired extraction shooter.

The general balance for the gunplay feels well enough, but I hardly feel compelled to use different weapons since the AKM ('ECM' as it's called in-game) does just about anything you could want out of any other gun and does it the best. Especially with the right mods, the ECM is one of the earliest weapons you could acquire and I argue is the best gun in the entire game by far. Even getting access to higher tier western guns (M4, Scar, etc) later in the game through loot hardly feels worthwhile since 5.56 seems pretty weak and no traders sell 7.62x51. As well even a fully modded Scar ('Skop H' in-game)
deals slightly more damage than the ECM but not enough to really make a difference, but you also sacrifice ammo availability and mag capacity as well as some other stats.
The point being even though the game has a bunch of guns which is great, when most high-damage guns kill most enemies in a few hits anyway, why hamstring yourself to use something that deals half as much damage (pistols, SMG's, etc.) or using lower powered calibers that can't pen armor as well.
Sidenote though the weapon modding is nice. Not crazy in-depth, but it serves its purpose well. Although I definitely think scopes need a rework, they're way too floaty and limit your FOV a ton for very little benefit (hitscan shots + small damage boost). Personally I think instead of blacking out the screen around the scope, either blur it instead or just make it clear entirely.

Similarly the progression doesn't really feel great if I'm honest. You only have one basic 'trust' level and it applies to all traders. So it doesn't matter if you never even talk to one of the traders, if you grind or progress enough, you can get access to all they have to offer just by leveling enough. Which specifically as it relates to access to new backpacks and armor, weirdly the highest tier science suit (The SEVA) I feel is the best suit in the entire game even compared against the green army suit you unlock at the same level, even if it is a little more expensive.
The only armor in the game that even has slightly better ballistic protection would be the Killa armor ('Kibba' in-game) but that requires a quest to acquire and you also give up a ton of radiation/anomaly protection which I don't think is worthwhile personally.

As well the faction relations aren't implemented yet so there's no punishment for gunning down your fellow green army, loners, or science friends outside of a given raid. Obviously early access, so I'm sure that will come with time, but it's worth noting at time of writing that it's not in the game currently.

Quests can be particularly repetitive as most have you hoarding loads of garbage and sometimes depending on RNG you can end up doing 30+ raids just trying to gather enough of a particular item for a quest, especially since most loot generally spawns in like 1 of a handful of possible categories. So for most garbage collector quests you end up searching the same bags on the same maps over and over and over just to try and get a couple pepper shakers.
In fairness I did find out there's a junk trader NPC you can find on one of the maps whose stock might help you on your quests, but I didn't find him 'till later in the game.

The game otherwise has minimal bugs/glitches, you occasionally can get stuck and even though the game has an unstuck mechanic, it only lets you use it if the game thinks you're stuck. I have had a few occasions where I've gotten stuck but the game didn't register that I was stuck. Though I used to use the debug menu to get myself unstuck in those situations (since you could teleport yourself to your mouse), the latest build seems to have disabled the debug menu completely. Though admittedly you can also just Alt+F4 the game and even though it treats it as a failed raid, you should end up back at base with everything you looted. Do with that information as you will.

Ultimately even though most of those points might make it sound like I don't enjoy the game, that couldn't be further from the truth. Granted I'm not crazy about the game either, but I definitely enjoy it, as repetitive as it can be and I'm definitely looking forward to future content updates and I think it can only be improved going forward.
For $20 I think it's certainly worth a try if nothing else.
投稿日 2022年11月24日. 最終更新日 2022年11月24日
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:6.5時間 (レビュー投稿時点:4.8時間)
I've spent nearly 5 straight hours trying to hard to really enjoy this game. It was fun for a very short period of time but after a while became increasingly more agonizing to play, physically and mentally.

Much as I enjoyed BONEWORKS, Bonelab somehow feels like a worse version in spite of the new features.
On a whole, the physics across the board are even more jank than in BW. General interactions are less functional and less reliable, including handling objects, holding weapons, reloading weapons, using body slots, etc etc.

Not to mention still no real consideration for any controllers other than knuckles controllers. Game is still excruciating on the fingers having actively to depress the grip buttons at all times while holding or interacting with just about anything. (Using Gen.1 Vive wands)

As well hoping for a Day 1 patch or something because the game is absolutely littered with bugs. Like honestly an embarrassing amount of bugs. Oh and I forgot to mention the load times. Genuinely thought my game had crashed multiple times because of 5+ minute long load times.

I don't want to go in depth with every little thing that went wrong, but I couldn't seem to go more than 10 minutes without something going awry and actively disrupting the gameplay. Hopefully something that gets fixed sooner than later.

At the end of it all, I truly want to like this game. But it's just a bit of a mess as far as I've seen.
Even at $40 USD I would wait until it gets patched a bit or goes on sale.
As it is I'm even tempted to see if Steam Refund is feeling generous despite my nearly 5 hours of play time.
投稿日 2022年9月29日. 最終更新日 2022年10月2日
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75 人がこのレビューが参考になったと投票しました
5 人がこのレビューが面白いと投票しました
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総プレイ時間:2.3時間
早期アクセスレビュー
This game is all around a bit of a clunky mess with at the very least some interesting concepts.

Largely this game suffers from "arrogant indie-itis" in that it very clearly wants to be "muh uber-hard no hand holding super elite game" except this game is 'difficult' in the same way that your average retail customer is 'difficult'. Which is to say it's challenging for all the wrong reasons, not at all rewarding, and leaves you wanting for real world violence.

The actual combat mechanics are relatively simple in that there's basically only 3 real attack 'types', primary, secondary, and offhand. Where the complexity comes in to play is that these primary, secondary, and offhand attacks for each weapon can be set when crafted, or are otherwise preset on pre-generated weapons.
There is also a 'defensive' move which so far as I've seen can either be a parry or a shove. Of which the shove seemed largely useless since either you want to be within the enemies range if they're using polearms, or you push them away and they dash straight back and hit you anyway.
The parry was mostly only good to get couple of hits in at best but more than likely you'd end up taking a few yourself just trying to proc it since enemies have no reliably readable 'windup' to their attacks. They do have a 'readying attack' phase, but it can be hard to gauge when they intend to release their attack, and subsequently timing your parry appropriately. In the end ultimately just feels like pure chance rather than intentional strategy.
Furthermore on the combat in practice is excruciatingly clumsy and awkward. All weapons attack at an agonizingly slow speed or with laughably pitiful range/damage. This coupled with the severely limited stamina (and the ungodly quirks that come with running out of it) as well as other both entirely RNG "♥♥♥♥ you" mechanics (tripping, dropping your weapon, etc.) as well as active "♥♥♥♥ you" mechanics that are needlessly punishing, such as dropping your weapon for trying to dodge too soon after attacking, dropping your weapon because you got stunned from one of the myriad possible ways, or just being stunned in general.
Suffice to say if you attempt to play the game at the speeds and with the same level of aggression that the enemies do, the game actively punishes you. As well the game punishes you even for sprinting at all (even when not in combat) as there's a random chance you can trip, take damage, drop your weapon, and become stunned. While that idea sounds interesting on paper if nothing else, in practice it's just needlessly punishing. Not to mention running into just about anything with pretty much any speed over the basic walk speed will also yield similar results.

Tangentially related to combat is the enemies of the game. They are plentiful, and annoying to fight. While it makes sense for actual humanoid enemies (especially assumed intelligent ones) to fight with some tactics and or strategy, there's also a significant amount of enemies that frankly feel too 'intelligent' considering. i.e. bats, spiders, skeletons, etc. Along side some frankly entirely unbalanced mechanics as well (mummies that spawn flies infinitely which are unkillable save for very specific states, heat seek, and deal chip damage). To elaborate on some of the AI behaviors; From what I've seen just about every AI in the game is hard programmed to deliberately sit just outside your attack range at pretty much all times. The only times you can reliably land a hit on them is while they're stuck in their own attack animation. While again, that level of tact and strategy makes sense for some enemies, but I sincerely doubt spiders, skeletons, and bats should be capable of even such basic-level combat technique. Let alone arguably higher-level combat strategy like flanking. Not to mention that enemies seem to have unlimited stamina as seen when attempting to kill even a single bat as it will almost always spam dodge away from you a multitude of times until you either get lucky enough to land a hit, or bait it into attack and likely trading blows with it anyway. This effect is also present fighting certain other enemies which effectively use dodging as their main mode of transport as they dodge to and away from you to attack and evade.
Enough about that though.

The weapon customization seems genuinely amazing. Though you would think with what would arguably be the biggest draw of the game, that it would be a more centralized focus. Which is to say that it felt almost entirely pointless if at all possible to interact with. Not only do crafting area's seem few and far between, it also largely feels like you'll almost certainly lack all and any significant resources to craft any worthwhile weapons. Especially since each death drops all collected resources which enemies will steal (along with your exp) meaning they become largely unrecoverable. Even if you did recover them, you can't freely navigate between sections of the map. Meaning if you were to find a crafting area, draw up a blueprint for a nice weapon, leave the map to gather the resources to craft it, you will not be able to go back and craft it. At least not as far as I've seen. Beyond that you'll likely die before you find another crafting area, and any weapon you can craft will likely not even be an upgrade anyway.

On the subject of death, the only life that really matters is your first, even though you have 3 total. Upon starting a new run you start with a simple sword that does moderate damage. However upon dying you will drop all weapons, armor, and resources. While resources not stolen by nearby enemies may be immediately reclaimed (stolen resources may be reclaimed after defeating the enemy(ies) who took them), weapons and armor are entirely deleted. Not even just the ones you were carrying, but any others that may have be strewn about the map as well. So any life beyond the first leaves you entirely defenseless since you have no resources to craft new weapons, no available weapons lying around to pickup, and you also spawn with no weapon. This coupled with the fact that the game and world itself is effectively a rogue-like/lite (yes, both at the same time). Between each life, the world effectively soft regens in that the general layout is the same, but some enemies, locations, structures may reset/respawn, for better or worse. But even beyond that between each run the entire world is hard regened. So within one run across all three of your lives, if you go south from the spawn, you will encounter the similar enemies in the same biome in the same general configuration. However between two different runs, if you go south from spawn, the biome, layout, and general enemy types may be entirely different.

While the game isn't severely complicated, at the same time is certainly is quite a lot of take in, learn, and understand and in a short period of time. Which is only made worse by the fact that the dev(s) seem to want the "provide as little information as possible at all times" approach. While not inherently a bad design philosophy, I find it only sours this games experience, regardless of whether it's by design or inability.

If all this sleep deprived ranting is to say anything it's that this game has an interesting idea if nothing else, but the general application, implementation, and surrounding design to the core concept does precious little to enhance the experience and arguably only detracts from it. While there's a chance the dev(s) may actually take criticism seriously and make genuine effort to improve core mechanics, balance, and design over time and work the game into a truly unique experience, I have my doubts and do not feel the gamble will be worthwhile financially or in time invested.
投稿日 2022年9月13日. 最終更新日 2022年9月13日
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8 人がこのレビューが参考になったと投票しました
2 人がこのレビューが面白いと投票しました
総プレイ時間:2.0時間 (レビュー投稿時点:1.0時間)
I really want to recommend this game, but there's just too much inconsistency I feel to able to recommend this to anybody in good faith.

Though I haven't played for a significant amount of time, even in my short time I noticed that the drifting mechanic seems super inconsistent both in its movement and its capacity. At times it was fairly controllable with relative ease in maintaining drift while also getting the car to go left or right as needed. Other times it seems way too aggressive and will yank you to one side with the strength of a black hole. Other times it even almost felt as though the velocity was going entirely the opposite direction to what was expected. Even getting the drift to initiate in the direction you wanted or expected felt unreliable as I would even whack my stick one way or the other and initiate the drift, but it would be entirely the wrong way. Either way the drift often feels as though you can't rely on it to do what you expect or want.
As well the special 'Hurricane Drift' move that you can do while drifting is also incredibly unreliable. Both for the fact that the input combo changes depending on the direction you're drifting and also for the fact that it straight up did not work half the time. That coupled with the fact that you often only have a fraction of a second to even input the combo made the move almost impossible to use reliably or effectively. Personally I'd prefer to have the move just be a single button press to perform so I can focus more on the game and less on ultra-precise stick inputs for a move that lasts 2 frames and is evidently super important both for scoring more points and controlling your car. Not to mention the 'Boost Charge' or whatever also feels pretty inconsistent/unreliable. Often times I position myself in a way where logically I should charge straight through another car(s), let go of the drift, and then just end up zipping around the car(s) instead since everything shifts around as the camera changes.
Speaking of which is the way the game world is rendered, which is a bit 'wibbly-wobbly'. I imagine this is more-so a quirk of the engine and the way it's basically rendering and generating road/terrain as you go. But at worst it's very hard to see even a little ways ahead, again for a game where you often have such a small window to react it makes doing what you want or expect significantly harder than it should be I feel.

On a better note however I do massively appreciate the whole style and aesthetic of the game as well as its inherently arcadey nature. I always enjoy a game that's almost purpose-built as 'A good way to kill 5 minutes'. I also greatly appreciate the custom car decal options available. The fact that players are enabled to create their own custom ones is fantastic. Though I do wish there could be more slots available, and or even possibly steam-workshop compatibility to easily and readily browse/acquire fun new decals/paintjobs. Though I suppose it's easy enough to do even without workshop since it's literally just sharing a PNG.

While I certainly don't hate the game, I do find it incredibly hard to really enjoy as even my best runs hardly felt earned since spamming inputs almost universally seem to yield better results than trying to do anything with intent, based on my limited experience.
If I had to change a single thing about this game, it really would just be a single-button input for the hurricane spin. I feel that would go a long way to improving consistency.
投稿日 2022年8月9日. 最終更新日 2022年8月9日
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:0.8時間
I think some of the other negative reviews have pretty much hit the nail on the head
A nice idea, somewhat fun for a short time, but plagued with clunky combat, poor balance, bad progression, performance issues etc.

With combat you're basically just trading hit-stun back and forth until one of you dies, and especially playing any missions on hard and dying will lose all of your gear. All potion drops are pretty useless and very rarely drop any healing potions. Damage calculations seem inaccurate. Had a weapon that said dealt like 27 damage (+Elemental damage & Magic Damage) but in practice only dealt like 17-18 damage per hit. As well the game seems to very very heavily favor Fighter/Melee classes. Even playing as an Archer I had to rely exclusively on my melee weapons because Bows are arbitrarily hamstrung with a small limit of rechargeable arrows and dealt poor damage per hit and slow fire rate and Bows never drop or are inordinately rare for no reason. Meanwhile I found a plethora of 1-handed, 2-handed weapons and wands/staves. As for spell users, other reviews say spells descriptions aren't accurate (Which I can not confirm or deny), and from what I've seen fighting enemy spell-casters spells seem like they take a while to cast. Which I imagine even if you do manage to fire off a spell, you'll have to switch to melee once enemies close the distance. So again, favoring melee classes/combat. Which might be more bearable if the melee combat wasn't garbage.

So all in all, even though the game is relatively cheap it's just not fun to play and ultimately not worth it.
投稿日 2022年6月19日.
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7 人がこのレビューが参考になったと投票しました
総プレイ時間:5.1時間
Not outright terrible, but just not that good either.

It's an interesting concept, fusing rhythm gaming with other genre's, but in this case the two really just don't meld well.
The rhythm game part isn't very satisfying and becomes really quite tedious with each level.
More importantly I never really felt 'satisfied' while playing. Never felt like I was getting into a flow-state, chaining attacks, dodges, skills, or anything like that. Most of the gameplay is just backing away from enemies and occasionally dodging an attack that you can't walk around or away from.
The 'looter shooter/dungeon crawler' part is pretty lackluster and shallow as well. with fairly limited gear options whose primary distinction is the value of their primary stat and not much else. Even with the weapons there's really only a small handful, none of which really do anything particularly interesting and are just each a slightly different method to deliver ouchie points to your enemies.
The sound track for the game is honestly pretty weak. A handful of bangers for sure, but most just don't do it for me, and a few of which feel out of place entirely in a rhythm game.
I could also get into some of the minutiae of where the game sort of falls apart in certain aspects, from certain animations/cooldowns not actually playing in-time with the beat, some enemies/traps simply being way too fast/accurate, the game not crossfading songs leaving relatively long moments of silence between loops, the game spontaneously changing tempo without warning, repetitive/copy pasted level designs/layouts, the dodge being pitifully short, so on and so on. But reviews do have a word limit and I'm sure more than a few fanboys will just cry of a lack of skill or something like that.
Suffice to say that all-in-all the game doesn't do either aspect of it's genre's particularly well or satisfyingly.
In the words of Squilliam Fancyson himself; The game is just simply, "Mediocre"
投稿日 2022年5月13日. 最終更新日 2022年5月13日
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6 人がこのレビューが参考になったと投票しました
総プレイ時間:6.6時間 (レビュー投稿時点:5.3時間)
早期アクセスレビュー
Certainly not terrible, has more than a few interesting and genuinely quite pleasant ideas/implementations.
Ultimately it's just too early in development to be charging what they are for what is in the game.

The overall combat in the game is pretty lackluster, hitting with melee weapons can be a bit finicky and guns are just generally not very satisfying. As well for both, the crosshair isn't terribly helpful since your weapons seem to hit more relative to your character model and less the actual position you're aiming at. Meaning guns almost always hit just left of the crosshair and melee weapons tend to hit below your crosshair.

Base building is surprisingly enjoyable with the ability to specifically place/set down various furniture (which can be salvaged from around the map), as well placing all your gear, weapons, and supplies around as well. Really makes you feel like a scavenger with your loot piles growing in the corner of your base or your gun wall with your ever expanding arsenal. As well as being able to readily 'mount' items onto a wall in a way that is intuitive and logical.
Honestly the base building is easily the best part of this game, especially what with the few handful of collectibles you can find scattered about the map.

Speaking of the map it's disappointingly small. You can easily walk/sprint from one end of the map to the other in maybe a couple minutes. So exploration is fairly short lived especially once you figure out where the loot you want spawns.

Ultimately it's definitely not terrible. Has a few quirky ideas. Definitely not worth $20 USD right now though. But maybe in a couple years, who knows?
投稿日 2022年4月30日.
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開発元は 2022年4月30日 17時44分 に返答しました (返答を表示)
2 人がこのレビューが参考になったと投票しました
総プレイ時間:1.5時間
Basically just an asset flip/template game.
It's not even worth it to go over the details of this game.
If it means anything, I bought it on-sale for $0.79 USD and I still got a refund.
投稿日 2022年4月30日.
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総プレイ時間:40.7時間 (レビュー投稿時点:28.7時間)
This is a fantastically addictive, deceptively simple, highly customizable arcadey hack & slash.

While the game takes just a little bit of learning to figure out how the various combat skills function and interact with each other, once you figure it out the game gets exponentially easier I think.
Despite my playtime stating ~29 hours (at time of writing), in reality I have nearly 35+ (now ~54 hours technically). Unfortunately a 17 hour play session didn't get logged because my internet cut out. Yes, One 17 hour session.

While there may not necessarily be a ton of 'content' in terms of overall experience/story/etc, there's myriad weapons and equipment to play with, and even more customizable combat skills that get augmented even further by your gear choices.
Though some may find the arcadey nature of the game to be repetitive, I for one enjoy it for the pick-up and play sort of quality it offers. Especially with the ability to save & quit mid-run without penalty.

Some players have made complaints about the ability to rebind controls or lack thereof. While not strictly necessary, as the games entire action-builder menu is all about configuring your controls/abilities however you like. I can see the argument to be made for default control configuration. At time of writing, upon death all your skills will be reset, meaning if you were to bind your dash skill to any button other than the games default, you will have to redo so between each run.
Ultimately not the end of the world, but it does make deaths a bit finicky if you play with a customized move set normally.
The ability to rebind default keys was added in a recent update.

As far as bugs go, aside from infrequent minor graphical glitches, I have yet to encounter anything that really impacts gameplay.

All things considered, for $10 I think the game is an absolute steal.
投稿日 2022年4月26日. 最終更新日 2022年9月13日
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