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Live A Live not only delivers a decades-old Japanese exclusive to the west, but it also substantially improves it in terms of audio and visual quality. The original's flaws remain, but Live A Live is a revitalized jewel from the past that any fan of the genre should give a chance.

Additional Info:

Content & Replay Value
Live A Live took me 26.5 hours to complete 100% blind. I don't see any reason to replay the game, unless you want to revisit the different story segments again in the future or tackle all achievements. For all Achievement Hunters: this is a fairly easy game to get 100% completion on
Mode
Single Player Only
Controller Recommended?
Yes
Is it worth buying?
Yes

In-Depth
Story, Segments & Gameplay

Once you begin your journey, you have a choice of seven different stories, each situated in its own time period. Stone Age, ancient China and Japan, the Wild West, and the present, as well as the near and distant future. Once you've finished them all, there are two more that I won't spoil because they're the tale twist that it all comes down to. Let the twist come to you, but remember that this is still a mid-90s Square Enix game, so don't expect miracles.

Every time you play your own hero, he levels up, learns about his world, develops his own skills and moveset, and occasionally even crafts for himself. Each of the seven chapters functions as a standalone role-playing game and each one adds their own spin. Because there is no language in the Stone Age, you must understand the minor problems of the time using a form of pictorial language. In ancient China on the other side, three kung fu pupils were trained to take down a boss and your best student had better be ready. In Ancient Japan, you'll infiltrate a fortress and have the option of killing everyone or remaining completely undetected thanks to a basic "hide and seek" system. The Magnificent Seven are the Wild West, while Street Fighter represents the present and so on.

Not only are the little stories entertaining in their own right, but they also allow you to enjoy the game in shorter bursts and even interruptions. It's not always simple to get back into another huge J-RPG after a long break, so that is not an issue here. Play a chapter one or two evenings, then the next one later, and you'll have enough to jump back into it whenever you decide to. Each chapter is not just fresh in terms of content, but also manages to incorporate enough gameplay that, unlike Octopath Traveller, it never feels like an extra round that is too identical. Decisions that carry over throughout the rest of the game, while also having a fully customizable level structure... That's a bit much to ask for a game from 1994 so we get this instead.

https://gtm.you1.cn/sharedfiles/filedetails/?id=3045821141

You simply play a chapter, which normally lasts between one and three hours. There is minimal grinding, and some parts have no true leveling at all. In the Wild West, you start at maximum level; in the present, you stay at one level the entire time and progress at a radically different rate. I know I'm going to experience something fresh at a new moment, and that's what makes the Live A Live framework so fantastic and, to this day, very unique. Mostly because practically all of those concepts were good and also absolutely adequate for the time range covered by the Stage.

Of course, not everything is a perfect target. The concept of the present chapter is "okay" at best, although it could have been expanded in the end. However, at the time, it reflected the exact rhythm of a brawling game, although through the use of turn-based combat. It's all trivia from the "things I'd do smarter... better" category, so none of it disturbs me. I believe the only thing that bothered me was the Old China premise. For one thing, the training of the three pupils is, to put it mildly, repetitious. This doesn't take long, after all, but it's not ideal.

Of course, some essential aspects are always present. The battle system is so much superior than in previous Final Fantasy games that you begin to question why this series, rather than a game like Live A Live, won out in the end. In rounds, you battle on a little checkerboard pattern. Each piece has a bar underneath it, and when it is full, you get to do an action. You walk around the field till you can execute an ability, attempting to place yourself in the greatest possible position before your opponent's turn. Ideally, you want to go ahead of an assault and disrupt it, or you want to get to a square where you know your opponent's attacks won't be as effective. Healing is a consideration depending on the situation. You'll have limited chances to heal in some, and none in others. You won't have to worry about that after each combat because you'll be entirely healed anyways.

https://gtm.you1.cn/sharedfiles/filedetails/?id=3054502098

The whole thing fits with the idea that it's more about the storytelling than level-grinding. It's all about tactical considerations, experimenting with the potential of this part. This also allows the game to send you off on your own at times, to place one or more NPCs by your side who you then control in battle, and to pull them away again depending on how the story progresses. All of this virtually breaches the FF/DQ corset of the time, even more than Secret of Mana dared to accomplish, even if it dared to break cover in terms of gameplay. There are even little secret on bossfights that might insta-kill them if you hit their "weak spot", which is super cool.

Regarding the technology's implementation, I can only commend. Sure, an Octopath is a different animal, but the way the old levels were slanted to produce gorgeous visuals was always great. Old Japan, in particular, has a lot to offer here, but every stage has its own moments that are just stunning. Nothing looks like a Super Nintendo, yet it all feels like one. Live A Live now appears to be the glorified and highly idealized image you have in your mind 20 years later. The visual humor, which was already present in the original, has been excellently implemented, and the translation of the contents is likewise flawless. Good goodness, a Square classic with profanity and cursing to one's heart's content with a very substantial English soundtrack. I was initially skeptical that an ancient SNES game could suddenly be purchased for full price. Now I can state that it fits; and the port is also good, which is really unusual for Square Enix... :D. It is playable for virtually everyone thanks to the loving execution that flawlessly mixes the retro style with modernity.

My Specs

CPU: i9 9900k GPU: RTX 2080 Ti RAM: DDR4 32 GB RAM OS: Win10 Resolution: 1440p @144hz

Conclusion

J-RPGs frequently last more than 50 hours, and much of that time is typically filler. Too much repetition, drudgery, and story twists that aren't story twists only to lengthen the game. Live A Live throws all of that out the window, aiming for a more adult audience with stuff that feels natural rather than forced. In doing so, it deviates far further from "adult" gaming behaviors than any other game in the category. Live A Live is the worst game to represent what a J-RPG is normally like, with its engaging mini stories and many, almost always successful gameplay innovations. But the finest to demonstrate what the genre can do if you have the bravery to do things differently. And all of this from a game that was released in 1994? Incredible!

Final Verdict: 8.5/10 - Very Good 😍
Publisert 30. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
14 personer syntes denne anmeldelsen var nyttig
0.2 timer totalt
Ripknot Systems provides achievement spam games in which you will receive either 1 or 5000 achievements. This is, undoubtedly, the least rubbish in his collection, but trash nevertheless.

The game has a space ship that sits in the center of the screen while you shoot at your opponents, who arrive from all directions.
It also comes with no instructions, which is unfortunate, so it seems to be only high-score based (?) without any goal whatsoever. Avoid this.
Publisert 29. oktober 2023. Sist endret 29. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
93 personer syntes denne anmeldelsen var nyttig
4
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8.2 timer totalt
Don't assume your dreams are just fantasy. If you can imagine a world, believe in it... and dive in.

Pros
Cons
✔️ Open-ended structure; Players can tackle five varied levels as they want including three smaller ones. Every level can also be completed without any ability.
❌ There are no graphics options, and nothing can be modified in terms of resolution, framerate, or even V-Sync. Changes to in-game settings are not currently saved and must be redone when you resume the game. This will most likely be fixed in the next update though.
✔️ A wonderful length experience with varied worlds, riddles, and collectibles. You can also obtain tips from previously collected eggs about where you can discover another of your siblings.
❌ The ground pound ability is fantastic at first, but it may quickly become frustrating. That means you'll tail whip in front of you, and if you're close to a wall, you'll occasionally be bounced off of it instead of doing a ground pound.
✔️ There are several puzzles and abilities to discover and unlock. When you have all of them, you will be able to find the majority of the secrets.
✔️ Every song matches the theme of the individual worlds, but also manages to diversify the soundtrack as to not feel too similar to other titles of its genre. The Cavern OST near Sage is just god-like for example.
✔️ Family-friendly; ideal for smaller children, especially because you can't take damage or die in this game.


Additional Info:

Content & Replay Value
Cavern of Dreams took me 8.1 hours to complete 100% blind, and I could have finished the playthrough about three hours less if I hadn't collected everything offered. In theory, you can deduct one hour because I was just flying about solving riddles, but not collecting anything. I don't see any reason to replay the game, unless you want to revisit the story again in the future or tackle all achievements
Mode
Single Player Only
Controller Recommended?
Yes
Is it worth buying?
Yes

In-Depth
Story, Gameplay, Collectibles & Design

Cavern of Dreams places you in control of Flynn, a young dragon. Your mission is to explore a strange, colorful environment in pursuit of your siblings, who have been stolen by an unknown evil. This includes traversing 3D settings, figuring out how to get to new places, and learning new skills as you go. If you enjoy old-school 3D platforming games like Banjo-Kazooie and others from the Nintendo 64 era, you should keep Cavern of Dreams on your radar. Although it is fresh and new, this colorful game resembles classic platforming games - for better or worse.

We are greeted by Sage, the fairy-like creature residing in Cavern of Dreams, as soon as we can directly manage our small dragon after a short cutscene. She invites us to go through a brief tutorial and then offers us our first ability. After a quick chat, we can immediately enter the first world and complete practically all available worlds 100%, as long as we think carefully about the puzzles located there. You can obviously complete the puzzles there with the next ability in some circumstances, but it can also be avoided if you use your head and explore for alternatives. The narrative is sparse, focusing more on exploration and unraveling the puzzles scattered throughout its game world. It carries a lot of rewards when it comes to figuring things out. The worlds are small and intimate, more in line with the original Banjo-Kazooie rather than the bloated latter-day N64 platformers.

https://gtm.you1.cn/sharedfiles/filedetails/?id=3055678989

The nicest part is that it's a game that you can recommend to everyone, regardless of age. You don't get hurt, you fall down in places, but you're set back down where you came out before, and so on. There is no blood, and the mechanics are relatively simple, making it ideal for families. You can also discover items other than your siblings or eggs on your adventure. Every world contains encyclopedia cards that provide further information on objects and/or foes. Furthermore, you come across mushrooms everywhere that you can collect and feed to your younger upcoming siblings, who should also grow big and strong, right? They even give you something after you have fed the little ones the required quantity of mushrooms, but you can find out for yourself what that is.

The game's design that I liked the most was how accommodating it was to my curiosity. Poking around corners, exploring the whole cavern, attempting to get the most out of my glides, and experimenting with in-game fruits nearly always resulted in some sort of prize or entry to a new location. You can even collect stuff in one world and carry it over to another one and I loved how different tasks would fold back and interlink to one another, like when I met a turtle who had lost his fish food, only to find the box of it halfway across the level at the end of a birdhouse platforming section. When I returned the box to him, he thanked me by feeding the fish in the pond, which gave me way to another new location in the previous Next Fest Demo. That kind of interlinking design reminded me a lot of Banjo-Kazooie's Treasure Trove Cove. Why am I talking about the demo here? Not to spoil any actual content in the game, because that's what puzzles and finding out ist all about.

My Specs

CPU: i9 9900k GPU: RTX 2080 Ti RAM: DDR4 32 GB RAM OS: Win10 Resolution: 1440p @144hz

Conclusion

Cavern of Dreams is being created by the solo developer Tyler McMaster, who works under Bynine Studio. While it inevitably lacks the funding or polish of some of its indie peers like Yooka-Laylee and Super Lucky's Tale, the passion and admiration for the Nintendo 64 era of gaming is on exhibit here. You enter a mysterious realm, are warmly welcomed, the worlds all feel rational, open and filled with lots of secrets, and you just want to explore. Sure, some gameplay difficulties and settings aren't saved when you restart the game, but who cares when the foundation is so incredibly good? The only issue is that the journey is over way too quickly.

Final Verdict: 9/10 - Superb 😍
Publisert 21. oktober 2023. Sist endret 22. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
14 personer syntes denne anmeldelsen var nyttig
1.5 timer totalt
You must defend your planet with an orbiting device. Your orbital direction is reversed when you click the mouse. So, if you want your object to stay fairly geostationary, you must click frequently. This is one of the most boring systems ever. The concept of planetary defense is intriguing, but this is not a fun way to go about it.

When your planet is hit, you lose one life point. If you lose all of your life points, you must start over with a different planet. There are five distinct buttons you can press to launch various strikes against oncoming missiles. You're literally only looking at the screen, press numbers from 1 to 5 and hope your "defense mechanism" will hit the targets, which is not even guaranteed.

TL;DR: It's dull and boring, but has cards...
Publisert 17. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
67 personer syntes denne anmeldelsen var nyttig
8.0 timer totalt (7.9 timer da anmeldelsen ble skrevet)
The game offers several well-thought-out puzzles with many Banjo Kazooie-like gimmicks and a splendid experience.

Pros
Cons
✔️ Quirky tale and progression that offers new concepts on a regular basis. Each world feels weirdly unique, and the humor paired with the sound effects and animation is spot on.
❌ It will be difficult for casuals to complete the game 100%. This is a fairly simple game to finish, but if you want more, this is a game for gamers. You'll need particular gaming skills to obtain 100%, so keep that in mind.
✔️ Familiar-feeling old-school N64 controls, especially if you have played other 3D platformers from that era.
❌ Without any other choices (such as KB&M and numerous settings), a gamepad is required.
✔️ A perfect length experience that offers complexity (puzzles) and difficulty.
❌ The health bar is a bottle of green ooze with no indication of how many hits you can take. You get a feeling of it gradually, though it could have been conveyed more clearly.
✔️ There are a number of mysteries and abilities to find and unlock, as well as humorous dialogues and gameplay using squash and stretch cartoon animation.
✔️ Each song fits in with the theme of the individual worlds and even mixes different instruments, but it also manages to diversify the soundtrack so that it does not feel too similar to other titles of its genre.

Additional Info:

Content & Replay Value
Corn Kidz 64 took me 5.3 hours to complete, and 7.3 hours to beat the "Anxiety Tower" behind locked door number five. I don't see any reason to replay the game, especially since achievements aren't available, unless you want to revisit the story or obtain all 360 EXP/Level 6
Mode
Single Player Only
Controller Recommended?
Yes, in fact it is necessary because the KB&M controls are not very user-friendly
Is it worth buying?
Yes

Acknowledgement
This game was provided for review purposes by the developers. Thank you!

Follow our Curator page, Summit Reviews, to see more high-quality reviews regularly.

In-Depth
Story, Gameplay, Collectibles & Sound

Corn Kidz 64 features Seve, a one-horned goat, and his pal Alexis, although Seve is currently asleep and dreaming. The dreamworld begins in a parking lot beside a nacho restaurant, but as soon as he walks in, he realizes he is no longer in the restaurant and has traveled to another area entirely. Seve, shocked and outraged, headed out to find out what happened so he could go back and eat his nachos. To do so, he must fight his way across two worlds and several smaller locations, exploring many strange and enchanting levels and solving each of the various sealed doors.

Those doors serve as portals to other rooms/worlds, and shattering those seals requires gathering experience points scattered across the game's levels – 70 of them grant a new level at beginning, with a maximum level of six (360 EXP in total). Of course, you can't just go around gathering experience; the scheming enemies have planned a journey full of obstacles, puzzles and perils. Seve can freely enter levels, although each one contains sealed doors. Some just lead to mirrors, which subsequently lead to a small challenge and experience points (somewhat optional), while others are required to continue the game.

Along with the experience points, you also have to gather collectibles like the five bottle cups and disco balls or smash some trash cans for other people within levels which are used to get more experience points and unlock said doors and areas previously sealed, and so on. The only thing I find unfortunate is that you don't have an immediate display where you might have missed something. There's no checklist to consult, and any missing experience points will have to be painstakingly tracked down, but once you've completed sealed door five, you'll be able to see some sort of statistic on how much EXP you've missed in each world. To summarize, it's simple to complete the game and should be achievable for anyone, but if you want to see everything, you'll need a lot more video game experience/skills in order to find and complete everything.

https://gtm.you1.cn/sharedfiles/filedetails/?id=3052443111

Luckily, there are some great tutorials in the beginning that teach you the various basic punching, jumping, climbing and swimming maneuvers. You'll learn the rest (how to use certain items and moves etc.) as you get and need them. While Seve has several different attack moves, I found that his basic punch is usually more than enough to take out most of the run-of-the-mill enemies. The stages are extremely diverse, and they are all exceptionally different and well-designed for an indie game; you'll go from a small playground area to a graveyard, church, owl tree, music box, and even into a home of a serial killer before (famously) participating in a life-or-death tower climbing final level. On paper, it's all very ordinary fare, but it's imbued with a mystical, comic-book look that's bolstered by some fantastic music.

If I had to describe Corn Kidz 64's soundtrack in one word it would have to be dynamic. The music changes continually to represent a player's position, shifting between sounds and instruments that best convey particular worlds/areas and even blending together. For example, when Seve walks through a gate from the main area to the graveyard section, the instrument changes to a flute while the OST remains the same, letting players know where they are going, and vice versa. This happens all the time, at every level and in every area, and I absolutely love that stylistic choice. The game is only playable in 30fps, but you can also opt. in to V-SYNC (requires 60hz monitor/updates frames), alternatively with various old-school filters.

The sound effects are likewise impressive, ranking among the finest for a console-like experience in my opinion. Alexis, enemies, a pair of boots/socks, a piglet, characters such as Dr. Awkward, and even insects all have their own unique talking or sound sample. Later on, players may encounter a pig that has been transformed into a salami or solve riddles in order to obtain a key item from a pig that has vomited it out of his stomach. It's simply fantastic. I could go on and on about how fantastic the sounds, animations and even puzzles are in this game, so I'll just say that you'll be most likely impressed and entertained time and time again.

My Specs

CPU: i9 9900k GPU: RTX 2080 Ti RAM: DDR4 32 GB RAM OS: Win10 Resolution: 1440p @144hz

Conclusion

Today's world is riddled with awful 3D games, but Corn Kidz 64 sticks out among them. It doesn't merely uncomfortably cram platform gameplay into three dimensions, but it also delivers a unique puzzle-solving adventure with multiple changes to the world itself. It embraces the 3D platform concept and, in some ways, even improves it. The game had terrific gameplay, fantastic level design and puzzles, a beautiful soundtrack, and a cute little nacho story. It was simply a joy to play from start to finish. There aren't many complaints, except that it's quite difficult and requires some gaming knowledge as well as a few weird climbing mechanisms and a missing checklist in order to achieve 100% easier. It has decent controls and looks and sounds great. It's the perfect length and has enough scope to arouse amazement without being too bloated like other collectathons.

Final Verdict: 8.5/10 - My personal Indie Banjo Kazooie experience in blind, but with a greater degree of difficulty. 😍
Publisert 16. oktober 2023. Sist endret 17. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
24 personer syntes denne anmeldelsen var nyttig
1.2 timer totalt
The price is way too high for this amount of content and replay value. Try to get it through a bundle instead.

If you just want to hit hard, you don't have to wait. After a short, stylish intro, you choose one of three characters: Duke is the all-rounder, Claire is particularly nimble, and wrestler Miller is a bit more ponderous, but hits all the harder for it. Alone or in pairs you fight your way through six mostly horizontally scrolling London stages and mix up masses of gang members. At first, the brawls are reminiscent of Capcom's fighting games. At the bottom of the screen, a super bar loads up for successful actions, there is a dedicated block button, and you also have nimble sprinting and dodging actions in your repertoire. This makes for a nice learning curve and enables approaches that go beyond classic punching and mashing.

You'll need them, too, because Final Vendetta is pretty tough: Enemy hits drain a lot of energy, the bosses in particular are pretty tough, and the game doesn't help you much in other ways, either. Weapons you pick up disappear immediately if you lose them or throw them away during a grab or special, and there are no continues in Hard or Easy mode! However, a new casual variant got added via patch, which will allow even inexperienced street brawlers to reach the end of the game.

Each character has a unique set of double-tap special strikes that may be chained together with the super button. Duke is particularly adept at this, as he can transition from a rush to a flash kick, sending punks skyward for some juggling. All characters have the Streets of Rage 3 dodge and grab repertoire as well, allowing you to grab an enemy and toss them behind you, crack them one (very literally with Miller's backbreaker), or vault over them to transform them into a concrete pancake.

You can block, fly kick, kick-bounce, dodge, down-drop strike, and even kick floored adversaries in the gut, which is a rewarding feature reminiscent of Konami's Vendetta. It's a tremendously expansive repertoire that, with skill, can be utilized in a smart, deliberate blow. It also feels good to mix it up with intent; to throw a few of knees to the gut and then hold forward to kick a person across the screen before firing a scorching super into a nearby crowd.

The enemies are well-balanced, including big males, small guys, fast gals, and those who windmill-kick dangerously on wake-up. There are just two topics that stand out in the combat negotiations. To begin, with the basic standing-punch combination, you must temporarily suspend your inputs to activate your double-tap moves; and second, none of the twenty-four preset input configurations let you to attach shoulder buttons. The latter, on the other hand, has been done on purpose since Bitmap Bureau wants you to master the game as it was designed.

The soundtrack is a well-balanced blend of techno, breakbeats, and funky jazz-inspired loops. The music of Utah Saints, the '90s dance act that contributed with the game's scoring, will be familiar to anyone who knows their work, and having them featured is a great bonus. The audio isn't quite on the same level as Streets of Rage, but it's close.

Downside

You suffer a lot of damage from foes, and it's easy to get ganged up on quickly. These variables make it difficult to get through it without doing any continuous meaningful work, even on Easy, and it's usual to drop lives early on until you gain a feel for your character's advantages and approach each juncture pragmatically. It's well-structured in that it takes more concentrated learning and on-the-fly ability than Streets of Rage, but it's nowhere like as harsh as Final Fight. Instead, it falls somewhere in the middle. It's fun to master each segment, the many types of threats, and the best approach to give out licks without taking any in return. This is facilitated by numerous weapons, such as knives and swords.

The most serious complaint, while indisputably sleek, is the lack of creativity and the price. Later on, there are a few traps to avoid - things that must be memorized lest you get swatted or squished - but overall, one couldn't help but feel there's more that can be done with the genre. While its diverse move set is a benefit, its lack of originality elsewhere is a letdown. It plays well, and a lot of care has gone into its mechanics, yet the backstreet, the train, the elevator, the dock, the nightclub, and the henchman's manor are neither distinctive nor inventive. Combined with the high price and the 60 minute time you need in order to reach the ending... I would definitely recommend getting this but via bundle.

Conclusion

The British brawler also comes across quite a bit more classic compared to the aforementioned titles, and even if you've just relaxed your way through the Ninja Turtles story mode, the gang members in Final Vendetta will quickly give you a run for your money. Only those who use all available options wisely will make it past the third stage here. However, the crisp difficulty here contributes significantly to the motivation: You'll notice yourself getting a little better and more proficient at the game with each attempt - and likewise, you'll notice that Final Vendetta borrows from the arcade classics but ignores their unfair coin-eating tactics. If you got a taste for sidescrolling brawlers with a bit of Ninja Turtles and Streets of Rage 4, you'll have a blast with Final Vendetta, especially in two-player mode.
Publisert 9. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
10 personer syntes denne anmeldelsen var nyttig
1.3 timer totalt
Jay and Silent Bob: Mall Brawl is a side-scrolling beat 'em up that would have been well at home in the 1980s. Mall Brawl is a solid, if not quite spectacular, Double Dragon clone, with detailed 8-bit graphics, a decent variety of bosses and opponents, and nine levels of outrageous punches. Reckless women with baby strollers, and even a poop monster are there for you to defeat. You read that correctly: a "♥♥♥♥" monster. Mall Brawl features the duo's trademark potty humor.

While enemies are essentially cut and pasted with different color ensembles or costumes, boss fights are where Mall Brawl shines. Each boss battle is unique and memorable. You'll face a crazed man riding a unicorn, a brawl on a gigantic air hockey table, a Mega Man-inspired duel, and even a poop monster hidden in the mall's restrooms. Boss fights are both tough and enjoyable, especially since you know you'll have to retry the entire level if you fail.

https://gtm.you1.cn/sharedfiles/filedetails/?id=3047779717

In Mall Brawl, you only have one life, but you can control both Jay and Silent Bob (or one of them if you play in co-op), who each have their own health meter. While playing alone, you can freely swap between the two. While you are actively playing, the character that is not being used will gradually replenish their health - but be advised, you cannot stand still and expect health to regenerate. You must be actively progressing or fighting. This strategy, possibly the finest way to play Mall Brawl, requires players to stay active and switch between characters frequently.

When playing co-op, each player controls one of the characters, each with their own health meter that does not refill on its own. However, if one player dies and the other survives long enough, the other character will gradually restore their health and allow them to rejoin the game once their health meter is around half full. It adds a good level of tension to survival when you're up against a boss or numerous enemies and running low on health.

The only downside: While I appreciate a good challenge, I believe Mall Brawl lands on the side of difficulty and more in the playable but too stressful to be pleasant pile. This is due to the long stages, only having one life, no difficulty options, being forced to restart from the beginning of the level upon death, aggressive adversaries with unusually big health reserves, wacky controls (Turning while attacking / spamming is not possible), and just too much being thrown at you, especially towards the finish.

Casual players beware, but everyone else can buy this without any hestitation!
Publisert 8. oktober 2023. Sist endret 8. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
11 personer syntes denne anmeldelsen var nyttig
1.5 timer totalt
To complete the level, you must move the boxes into the red spots. It has bad visuals, unpleasant music, and slow movement. There is also a significant delay for keyboard input. Avoid this trash.
Publisert 3. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
21 personer syntes denne anmeldelsen var nyttig
4 personer syntes denne anmeldelsen var morsom
1.6 timer totalt
Asset flip game with three backgrounds developed in Paint, 11 balls to buy via stars and nothing else, in which you will chuck a basketball with your mouse missing 9/10 times thanks to the awful controls.

If you want an easy 100% game, sure... otherwise stay far away from it because it's literal trash.
Publisert 2. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
18 personer syntes denne anmeldelsen var nyttig
0.5 timer totalt
24,50€ for a game that takes 15 minutes to complete. This is nothing more than a cash grab to make a sale look better on this garbage.
It's simply an auto-scroller with terrible hitboxes, unresponsive controls, a fixed frame rate of 22fps, and slow gameplay. The game's primary goal is for you to die so you can go buy more goods at the in-game cash shop.

Enemy positioning frequently results in unavoidable damage, and weapons do not function as expected. Avoid.
Publisert 1. oktober 2023. Sist endret 1. oktober 2023.
Var denne anmeldelsen nyttig? Ja Nei Morsom Utmerkelse
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