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Näytetään 11–20 / 52
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yhteensä 0.1 tuntia
good and functional
Julkaistu 30. kesäkuuta 2024
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yhteensä 0.1 tuntia
Thanks to this homework-game, I no longer wonder, what if outer-wilds was more like Quake3.
It works aesthetically and in terms of gameplay.
It is simple and just fine.
Julkaistu 30. kesäkuuta 2024
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yhteensä 0.2 tuntia
this is fine.
the visuals and aestethics are the strength of this game.
Julkaistu 16. kesäkuuta 2024
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Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 6.7 tuntia (6.1 tuntia arvostelun laatimishetkellä)
Good enough for the -73% reduced price, otherwise definitely not worth it.
- It tries a unique thing, and it does that quire well, and shows how that unique thing is not everyone's thing. This almost passes as good edutainment, but it lacks 2 things, "show next unmoved unit, and undo/saveLoad" to be good edutainment.
- The tutorial is short and unskippable and insufficient, proving once again, that the best tutorial is NONE (besides an in-game wiki and mouse-over tool-tips, that may also add flavor)
- It is micromanagement heavy, but full usually of good and often trickier decisions. As slow and repetitive as a game of Civilization1 or Colonization, which is not too bad actually, just showing, it lacks a little bit of scope, that would make it less repetitive. As strategy game, it is slightly worse than BattleForPolytopia, which is slightly smaller in scope. It is easily better than civ4+5, but that is a VERY low bar to jump, because archer-rushes dominate those games easily (never build settlers/builders/improvements/districts, just do nonstop archer-waves).
- Instead of more scope over time, we get rougelike-scenarios that we can almost never prepare for, which usually ends your game in a permutation, that you are not equipped to handle well enough, at random. At random, you may be left with only 1 female that none of your 5 males find attractive enough to mate with, to prevent this for sure, you must be overly careful with females and babies.
- The randomness is not bad, it is on point to its theme. The slow paced turn based strategy game does not mix well as subset of a rougelike feel for each "island". NEVER get attached to any good small gene pool, as thiis is always temporary.
Julkaistu 14. kesäkuuta 2024
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yhteensä 0.2 tuntia
Cucumber
Julkaistu 12. kesäkuuta 2024
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yhteensä 0.1 tuntia
meow
Julkaistu 12. kesäkuuta 2024
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Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 1.2 tuntia
This is only a 1 hour game, therefore not enough stuff in it to justify a cost of 4 dollar-bucks, but almost worth it, given style (visuals and music) and a very successful attempt in being a decent language-free puzzle-collection.

This compares to one of a million free flash-puzzle-games of almost equal fidelity and duration, so you mostly pay for music and visuals here, bot for those, you usually are in for silly surprises.
This compares with having bought a steampunk investigative novel for 4 dollar that you just read/view through with 2 short breaks. Not a total waste of money for time, but a little of that.

You get 1 hour of puzzles and a neat theme, not more, and it has a step difficulty curve, which may ad 30 minutes of frustrating trial and error, or just skipping through a 1 hour video on youtube of a smarter person.

I rather give a negative review HERE, than asking for a refund, because a refund seems not too fair HERE, and this type of game/concept can be saved and improved on and that is worth something to me. for example, there can be free updates to this game.
Julkaistu 10. kesäkuuta 2024
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yhteensä 10.1 tuntia (3.7 tuntia arvostelun laatimishetkellä)
nice brain teaser, solid basis, lost of potential to extend the concept.
Ideas:

- only 1 life per map is not good with random maps.
- Let me simulate the coded effects before executing it, because I too easily unintentionally make an endless loop, which is a hard fail-state. or just automatically abort an endless loop (detect it or stop after 40 loops).
- My first impression on these is, that a Logox-turtle approach may make more sense or may be easier to balance. This may be very false, as logox-turtle is worse with sokoban-likes?
- There are only 3 conditionals based only on floor-tile (and countdown loops), with 4 different tiles and boolean operands, there may be more interesting conditionals. the token may be better more modular, than being already pre-permutated. Maybe make conditional, based on the tile in one given direction, if/while (tile to the left is not stone)
- this begs to have sokoban like mechanics. boxes can be moved if nothing blocks behind them. Boxes may just be attacked and destroyed (possible half-life-loot). endless pits are instant failure but can be shot over. collapsable plates over endless pits let you stand on them, but they collapse when you leave the tile, a box on an endless pit (eitth or without collapsable tiles) fills the endless pit and it becomes walkable.
Julkaistu 9. kesäkuuta 2024
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yhteensä 0.1 tuntia
meow !
Julkaistu 9. kesäkuuta 2024
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Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 2.0 tuntia
Match 3 games are usually dull and dumb (and full of whale-milking microtransactions), and the type, where every merger is NEVER a boon but where every merger adds a new type that only increases difficulty, is the worst type of match3.

This is the later type of match 3 (minus the whale hunting), so I should hate it, but the cheap price and premise of the theme and a progression in favor of strategy sold me.

It is a great game, and easier-difficulty and randomness matters a lot less, than all the negative reviews hate it for, because:
- progression gives you good options for many strategies, and it has a nice (ludo)narrative theme. the genre+theme combo works surprisingly well. people, who complain about difficulty, would rather pay a lot of money for a retry, they are THAT dumb.
- You can swap any 2 (adjacent mobile) blocks, no free space is needed for movement, and this allows you to plan ahead a LOT, as "full board" is not the classic loss condition, and you easily set up a LOT of pairs-of-2 till your food is about to run out, and than you chain a lot of things, but it is all about food reserves, which are EASY to come by.
- the block-level-increase has a low cap, that only increases slowly, so you can always merge three level-capped token and get 2 free spaces and 1 token of THE SAME LEVEL, so you can chain more easily, and the difficulty is kept much lower than in those stupid ever-increasing-difficulty match-3-games.

The 2 above makes this game easy by letting you get enough food quite easily, giving you enough turns for pretty much anything. it rarely may have very unlucky starts, but those end fast, not much lost, take it as rougelite.)


Bonus genre/theme comparison. This game is near-infinitely better than civilization4+cvilization5.
I am serious, civ5 sucks, because the winning civ5 strategy is to just build archers, no builders, no settlers, no city improvements EVER. just rush too having 4 archers and relentlessly build archers (and have the bare minimum of cheapest melee units to capture empty enemy cities). This makes all the civ5 pay2win dlc (new factions get stronger with each release for that reason only, while old factions get nerfed) for civ5 irrelevant.
Since that issue only got worse from civ4 top civ5, i am sure, that civ7 will also have 1 unit per tile and an overpowred cheap ranged unit, and mostly plain fields that provide no good defense against archer-rushes of 5-20 archers per city at the same time.
Julkaistu 9. kesäkuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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Näytetään 11–20 / 52