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Recent reviews by DAWGBOY

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Showing 1-10 of 25 entries
No one has rated this review as helpful yet
4.3 hrs on record (1.9 hrs at review time)
Early Access Review
This game is too cheap for what it provides. Fun
Posted 29 December, 2024.
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No one has rated this review as helpful yet
0.3 hrs on record
Early Access Review
I loved planetary annihilation. Hated what they did with Titans when I thought it should've just been part of the game. I see it as a yuri's expansion pack if anything.They're not the biggest team but they have a lot of experience in the RTS industry. They also fund themselves differently by selling equity to players. I imagine this somewhat literally allows players to decide how the game is shaped hopefully making them a profit in the end as well. Its an interesting take to game development and I've seen this studio develop games like this in the past. If you notice, they are both developer and publisher of this game. Give them a break and let them cook. We all know this ♥♥♥♥ is raw still, stop hating.
Posted 10 December, 2024.
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2 people found this review helpful
0.5 hrs on record
Early Access Review
Me and my buddy tried it , its got its bugs but the vision is definitely there, we had fun.
Ironically enough I was working on my own "Trenches" project and I was very surprised to see pretty much the same game I'm building already started. Great job man , a bit jealous...
Posted 17 November, 2024.
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No one has rated this review as helpful yet
59.7 hrs on record (39.3 hrs at review time)
This game was god's gift to me personally. My ultramarine army approves.

Great game , beat it before release and I thought I was too old to be doing that with video games. Highly recommend it.
Posted 10 September, 2024.
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2 people found this review helpful
54.3 hrs on record (34.5 hrs at review time)
Early Access Review
Better than playing rimworld.
Game of thrones simulator.
No refining nonsense.
Posted 21 July, 2024.
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No one has rated this review as helpful yet
96.3 hrs on record (77.9 hrs at review time)
This game has been great so far. It was one of those pleasant experiences were I bought the first game in the series due to a sale and I enjoyed it a lot to end up finding out the sequel was also on sale. This game has provided me with a lot of hours of gameplay and a satisfying way to spend my afternoons after work.

This is one of the few sim games I can actually relate to my personal life and I'm glad some devs had the courage to bring it to life.

There are some things I'd like adjusted in the game like an intermediate bag between small baggies and kilos , kilo wraps should be for 1kg packs and above while vacuum seals and ziplocks should be for anything under a pound. I would love to see a change in baggie type once it goes above 28 grams. Here in the US that is a significant number in the trade as that is the equivalent to an ounce. This for me is an important detail that I'll try my best to bring to light. Besides that I believe the game needs to make ai's feel more interactive , the game has some really good bones to create a live city sim , as of now the ai just sit in place and its quite dull. I'd love to see some sort of housing implementation or schedule for the ai , little details like having an ai leave his house and go to a meeting spot would make the game feel more immersive. As of right now the ai just spawn in pre-selected meeting spots , this has to change in the long run.

The gangs in the game are just a nuisance loiterred around the map. If they could asethetically match the gang they represent and also trated the played in a way that represents the rep with the affiliated cartel then the game would have way more immersion. As of right not gangs are just annoying and ruin the experience.

I would love to see rival cartels try and do gang raids as well , that would be interesting.

Cars.... cmon let me drive them. This one is just silly , add more bus stops and let us drive the cars and use them to fast travel only between hideouts. I think that makes more sense.

Indicas can grow outdoor as well. In fact in this game its almost like you're selling indicas as outdoors and sativas as indoors due to the higher price. Sativas are in no way more expensive IRL in my opinion, what makes cannabis more expensive is how you grow it. In the game the player starts growing indoor buds with a closet grower and then he moves to make indoor hydroponics which results in a larger yield. Which is completely accurate , but there is nothing here about the quality of the cannabis. Sativas can also grow indoors , as to why they can only grow outdoors makes no sense. I preffer sativas over indicas and it sucks that I can only smoke outdoor quality buds in the game. It might not matter ingame but in my head I'm being forced to grow my favorite strain with an outdoor quality. Indicas should be able to grow outside too!!

The hideouts are starting to get harder to manage, I have 6 , having an employee be able to run between hideouts and distribute inventories would help in later stages of the game. Maybe this is a feature I've yet to unlock but I'd love to see it ingame.

Wanted levels are very unclear, I think the system as whole needs to be revised. There needs to be some sort of protection against getting a wanted level for self defense from the gangs. Avoiding cops and gangs is like the bulk of the gameplay when I want to spend more time in production and distribution.


Overall I highly recommend this game, especially for anyone in the trade. I'm eager to see how far they'll take the game and wether or not they'll do dlc. I'm buying the season pass if it comes out.
Posted 5 July, 2024.
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No one has rated this review as helpful yet
1.8 hrs on record (1.1 hrs at review time)
Early Access Review
Game has some solid bones!

Would love to keep supporting this project and seeing where it goes. I've never played operation door stop but now I'm intrigued. I think these devs have some very good intentions. I've seen over funded abandoned projects with less content and attention to detail. For $13 its a steal if it ever grows into whats its supposed to be.

I also want to say thank you for addressing the issue with modern day extraction shooters lacking in pve content. Of course I can see a pvp element to this game eventually but I'm glad the pve is the main focus for once. Its a daring approach to the genre and I think this team can pull it off. I'll be joining the discord soon enough to provide more feedback!

Couple things I would love to see addressed
-Inventory menu spacing: Its currently in the way and it would be nice to see whats in front of me while looting , so ideally putting the inventories on the edge of the screen would help with this. Currently it looks like tarkov's inventory menu but less refined , I would not be opposed to seeing a different style of inventory management menu either. Something new maybe!
-Shooting: Shooting npcs feels pretty bland , the feel of the gun is amazing but the ballistics feel like they need some work. Feels nerfy , almost like I'm playing battlefield instead of squad if that makes any sense. At the same time npcs feel like they drop rather easily and armor doesn't seem to do much for them , seeing them stutter when shot would be nice. Suppression mechanic as well could make firefights more realistic.
-Health mechanics: Pretty dry at the moment , some sort of bleeding effect would make it more fun to play. Forcing players to retreat.
-Loot: Not a big fan of looting boxes, having to hold F is a pain rather than just having to click it once. Having to search in tarkov was annoying so seeing that done away was pretty nice but then adding the hold F element just ruined it. Loose loot would be nice to see eventually.
-Refined deployment and extractions: Considering its a pve game some cut scene or interactable deployment or extraction options would make the game feel a lot more immersive. Example would be allowing players to choose between dropping in from a chopper or loading into a humvee for extraction.
-Stealth elements: Right now it feels like npcs are painfully unaware of enemy presence, perhaps players are too stealthy but some sort of local awareness would really benefit the gunplay. The game should feel somewhat brutal and I wouldn't be opposed to npc's either pushing or retreating depending on firefight outcomes. Example if a local group of npcs that are x amount of distance away from each other lose %50 of the group they will retreat in doors or regroup. Or if a player alerts a large group of npcs and they hurt the player they decide to suppress in order to make the fight feel like it was a mistake to pick.


Thats if for now, I cannot wait for what these developers are cooking up with this one.

Also are those coqui's in the background? Amazing...
Posted 11 April, 2024.
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1 person found this review helpful
64.1 hrs on record (49.8 hrs at review time)
Games like this need to be appreciated more. Amazing game. Great devs , quick bug fixes , great destruction, smooth engine, optimized gameplay , high replay ability. This game is great.
Posted 4 February, 2024.
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No one has rated this review as helpful yet
46.9 hrs on record (42.8 hrs at review time)
I don't always write reviews , but when I do its because I found some sauce in this game that I haven't tried before.

You should try the sauce too, tasty yum...
Posted 16 April, 2023.
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No one has rated this review as helpful yet
41.6 hrs on record (12.0 hrs at review time)
Basically like playing actual warhammer almost, i love it. Just needs more love and factions. Ability to change colors for space marines would be awesome
Posted 29 July, 2022.
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Showing 1-10 of 25 entries