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Senaste recensioner av Robin Hood of Dope

Visar 1–5 av 5 poster
6 personer tyckte att denna recension var hjälpsam
1 person tyckte att denna recension var rolig
1.7 timmar totalt
Its not much of a game, 7 scenes, most of them you have seen in the trailer. Climax scenes are nonexistant, its just a still picture with some sound. No real diversity in positions. Puzzles were fun and Aisha's model is nice.
Upplagd 3 augusti.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
8.0 timmar totalt
It's awesome, can't wait for full game!
Upplagd 7 juli.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
2 personer tyckte att denna recension var hjälpsam
3 personer tyckte att denna recension var rolig
3.9 timmar totalt
This game is disappointing. There is no 'game' here even. This girl will just do as you told, and you 'manage' her personality by juggling 'activities' (its just a menu option with 3-5 sec animation that adds or substracts numbers from meters). The ending you get is a combination of all threshold numbers you get. Thats all there is. The girl has zero personality, there is no 'events', no 'curveballs'. Wow, self-harm event cause your stress score was high enough for some time! Lets never bring this up ever again. I dont get why this game has such good reviews. Is pretty pixel-art .jpeg of a flat chested e-girl enough for you guys? Really?
Upplagd 23 mars. Senast ändrad 23 mars.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
9.4 timmar totalt (4.0 timmar när recensionen skrevs)
Okay guys, I need to say something first. My language may be harsh, but I don't want to just ♥♥♥♥ on the game. Developers totally should be proud of this one, and I hope they will make their future games better. To the review!

I will start with the bad things:

COMBAT

Attack telegraphs are not consistent and most of your deaths will be caused by that. When you do prescision deflect combat, its a MUST that your player understands what is it they need to react to. Sometimes you can't see the attack because of your player model, sometimes things don't look like attacks and they are and vice-versa. Odur (first real boss of the game) has an ultimate, that you can just hope he won't start casting near you, becase it's not possible to get out in time from point-blank range and you will just take 190+ damage, or some weird unblockable card throwing attack that does have that signature green glow for unblockable attacks, but only on his model and not on the lock-on thread, and I noticed that only after I got hit by it for the third time.

Enemies will poise everything. If they start an attack you can only defend or dodge, and NOTHING will stop them. There is no stunlocking in the game, unless it's the player that is. And to top that off, enemies have a mechanic to get out of stunlock with a counter, there is a gauge and it is mentioned in the skills a bunch of times, but you can't see it. So, you as a player are punished for being aggressive in a lot of ways and can't make tactical decisions because game doesn't provide you with all needed information.

Having effectively two HP pools for enemies is weird, but thats not the problem. It could be more interesting, if it weren't just 'Simon says' and hit green with green stuff and white with white. And why there is no such system for the player, or some alternative? Big coseptual waste IMO.

Other bad stuff

Iterface is solid for the most part, but dialog is a bit blind and blends in with the environment. Would be better if it was done in the boxes or with some kind of a background. And lack of VA doesn't help. It would be better to have some mumbles or jibberish with subtitles than total silence.
Level design is a bit lackluster, Its straightforard and with little to explore, but style and theme are top-notch. It feels strange that you have some parts of a level gated, and would be avalible only through sub-level selection. You could just do one level with hidden sidequests and make it more open.


The good stuff:

Gameplay is solid, after you get used to all the quirks and tricks. It's fast and snappy, thats why slow enemy attacks feel weird and clunky, you get thrown out of the rythm. As I said already, theme and feel of levels are nice, unsettling and uncanny. The story is simple, but solid. And it's stylish as hell, all those finishers and bossfights are pleasure to look at. Camera work is good also. And don't let this small paragraph fool you. I can't say much more in the good things, because overall this game is solid. There is no glaring interface problems, the sound design is solid and music is fitting. Game does a lot of stuff right.


It is fine. It is great in some areas, not so great in others, but overall it is fine. I can see the potential with this developer and recommend you throw them some love and money.
Upplagd 26 november 2023.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
2 personer tyckte att denna recension var hjälpsam
1 person tyckte att denna recension var rolig
150.9 timmar totalt (56.9 timmar när recensionen skrevs)
Отличная игра, гигачады сделали офигенный альбом, рассказывают истории про поддержку людьми друг друга и к этому еще прилагается веселый файтинг. Отличная входная игра в жанр.
Добавили лучшую девочку - Бриджет, я счастлив!
Upplagd 20 augusti 2022.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
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