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ollj の最近のレビュー

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総プレイ時間:0.1時間
Still better than Disney Star Wars
投稿日 2024年5月25日.
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総プレイ時間:1.0時間 (レビュー投稿時点:0.9時間)
Mostly a bad game, but fixable, as it is not intentionally bad, and it already has the groundwork to being great.

The random setups are either too easy or a random guessing game, and the punishment for randomly guessing wrong is too hard.
All suspects will only give 3 replies, a VERY dumb limit, as they may even be a nonsensical space waster declaration, that is just adds to bad randomness.
At random times you have to guess, and this is usually an instant-lose-scenario.
The economy is WAY too hard+expensive+random, too often getting you into the random insta-kill scenario.

how to fix this:
- never have anyone make no statement from the start. that is a random resource waster.
- never have anyone say "i am innocent", as this is a space waster.
- never have anyone say anything, that NEVER helps the case. (shocked, weather)
- - alternative solution to the above, anyone who ever declares a space waster can be executed without penalty but then will no longer declare anything.
. . . maybe the fail-state itself is just silly. why is there no "bad/greedy cop" ending being played straight for what it is, this simply needs a secondary "currency" that is more or less a "rating system with no failure or different fail states".
- all declarations must be a logical-AND statement, we already have this, but too rarely, as "A and B are innocent"
an AND statement makes the game harder while it also significantly more likely exposes a liar, and once exposed because all sides of the statements are a lie, this usually exposes 2 culprits at once.
- more cards and cheaper cards.
- compared to similar deduction games, mostly mimic-chest-themed, you have the advantage of a timeline, but fail to utilize it properly (game economy is too constrained for no good reason)

The aftermath of a murder is ignored for no good reason, different weapons leave different traces, to be hidden/disposed only by murderers.
Add more token that potentially aid in exposing a liar, while they may also be a red-herring, played by a culprit.
Culprits have professions and outfits, that match their profession, but the murderer always lies who has what costume AND profession.
Some rooms have a security camera, that never lies, unless the murderer has a profession that can disable it.
Differences between murder weapons matter, some can be concealed easily, some make more noise, they all leave different traces on use and murderers make attempts at hiding traces/weapons after the murder.
A murderer will always use the murder weapon that matches its true profession, and not all murder weapons exist in all rooms, but may be transported between rooms.

"I was in the kitchen AND B is the Cook with a knife"
"I was not in the room when the security camera got destroyed AND A is a hunter"
A murderer may have to dispose of the murder weapon and remove traces of the murder, and that may add hints to who is lying.
投稿日 2024年5月25日.
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総プレイ時間:1.7時間
This may have been much better as a Satisfactory mod, but someone wanted money instead. It is still good as its demo.
I do not like Satisfactory and ChocolateFactory much, because its pacing and techtree and setting and combat and repetiveness and staticMap are VERY dumb, so the game only works in a creative-mode model-train-builder, which is still fine.

ChocolateFactory has MUCH better pacing than Satisfactory.
ChocolateFactory game is good, just because it it not-bad and because the demo is free and long.
ChocolateFactory game is useful, just because it is more unique, which may not last long.
ChocolateFactory is a proof of concept on a theme+game mix, and I like the theme a lot, but openTTDX did the same theme on the similar genre better, and other games made the same theme (often slightly better got their time) as 2d and 3d platformers.

I recommend this as free demo, mostly as concept, but not for a full product that costs more than 8 dollarbucks.
投稿日 2024年5月24日.
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総プレイ時間:61.6時間 (レビュー投稿時点:4.2時間)
good game
review bombed by idiots for false reasons.
投稿日 2024年3月26日.
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92 人がこのレビューが参考になったと投票しました
1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:557.1時間 (レビュー投稿時点:55.1時間)
早期アクセスレビュー
- epilepsy warning on strobe light effects.
+ unique game permutations, mostly Anno+Rimworld (Dwarf Fortress only by Theme)
+ very fast and simple and sufficient procedural map generation. (detail is added when needed. Does not write a thousand novels of world history before the game starts, unlike DF)
+ Fantasy-humanoid racism/segregation/slavery/cult/genocide simulator.
+ Many meaningful short term and long term choices, but also a lot of freedom in terms of style+priority.
+ Great UI full of bars and buttons. very clean visuals in unique aesthetic.
+ Good minimalism in terms of having not too many resource-types in total (short production chains).
+ Micromanagement entirely optional, with space to simulate 100.000s of citizens.
+ 2d sprites with normal-mapping for some basic shading.
+ Good pacing all around, pacing reminiscent of sim-city1, except you wait/optimize for food reserves+transport before you are able to expand (without risking starvation) where expansion in most city builders is more limited by more abstract wealth-coin (often only taxes), but here you also lay-out interiors, and can copy-paste and blueprint.
+ Great accessibility by a game dev, who is smart enough to boot games into a windowed settings-launcher, where too many dumber games insist on a too low-res fullscreen splash screen, that not all monitors will display AT ALL.
+ can make screeen-shots of the whole city in many detail levels, largess makes a 12000x12000px png (over 50 mb big)
+ looks like very high long term replay-value: Feels like a game, that you come back to once per decade, in the spirit of "colonization (1994)" in terms of replaying an old game, and the only party, that changed is you and the computer (and you notice how games changed during the decades), but with more replay value added by mods an a long road-map of updates by slow development.
投稿日 2024年3月22日.
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総プレイ時間:17.1時間 (レビュー投稿時点:15.7時間)
civ5 and civ6 are significantly worse GAME PLAY wise than [civ4, humankind, BattleForPolytopis, EndlessSpace1+2, EndlessLergend] because these games care so much more about balancing than civ5+6 does, which seems to be even less than i care about my own excrements, which is still more than I care about games, that sell PAY2WIN dlc and that are as imbalanced as civ5+civ6 (with or without any dlc).

civ5+civ6 are hilariously bad games in terms of bad+repetitive balancing+game-play,
and great games in terms of MOSTLY IRRELEVANT UI/UX and emergent game-play from permuting elements that in theory give great replay value, if only they were balanced AT ALL:

civ6 is still easily worth 6 dolarbucks on a sale, but more in terms of being a tactics-sandbox to be fixed with mods,
BUUUT
if you want a good strategy game, that does not just degrade to VERY repetitive tactics (of only archers), then
THIS GAME IS NOT FOR YOU
because it is just as
RIDICULOUSLY IMBALANCED
as civilization 5, that had the VERY same issue that these games are
FALSE ADVERTISING
if they clam to be 4x strategy games, because they are WAY to imbalanced to be called hat, and merely tactical games about moving 50 archers, 6 weak melee units and 2-10 transport ships and no other units, over half of the world (and building up to this, long before catapults exist)

sadly, vic5+6 are ALLabout archer rushes and nothing else.

THE dominant strategy is simply this:
Do not build anything, except:
- have 1-3 weak scouts, have 3-5 slingshots, have 1 weak melee unit, beeline to gettign archers, and then...
- only build archers and 9,6 meele units (rounded up) for each city that you surround with archers at the same time, which is usually 2-7.

to be clear "do not build anything" means (serioulsly) to
- NEVER build any worker
- NEVER build any settler
- NEVER build any city-building
- NEVER build any district, not even the military district, (having more archers, that are insignificantly less experienced is just better)
- ONLY build ships, if you run out of things to surround with archers, unless these archers get over water. only transport ships are nneded, because archers will guard them.

unit maintenance is the only constrain.

this works because,
- civ5+6 insistson 1-unit-per tile (despite obvious evidence that this is silly) makes CHEAP (space occupying) cordon-ranged-units too strong, and technologies that do army-stacks or reinforcement-in-battle-stacks (defensive quality over offensive quantity strategy) are too late or nonexistent (they exist in better games).
- civ5+6 have too flat terrain, so that defensive archers are just so much worse than offensive-cordon-archers. (hnumankind mostly solved this, archers can more easily fortify defensively against most offense behind a cliff on more higher grounds)
- civ5+6 have anti-archer-counters, but they are way too late in the tech tree and or too weak, so that offensive archers are the only counter to offensive archers, so who ever starts an archer offense has the advantage.

Whoever has the fastest and biggest and earliest archer-offensives easily wins, even on hardest difficulty as a complete novice, because it is silly-dumb easy to perform, often even against much more experienced players.


the false advertisement and pay2win accuations are only partially true, and this is still a good playground-game.
just know, you almost deserved a negative recommendation for those, and the bad balancing.

BUUT this is still a genre founder and it till does some good experiments, ant it is just fine to fail 2x in a row with 2 game releases, just buy civ4 instead, because civ4 has a huge mod-collection and is all around better than civ5-6.
sure,civ4 has square tiles, giving +2 adjacent tiles, and hex tiles are great, but never an essential constrain for good game-design
投稿日 2024年3月16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:19.4時間 (レビュー投稿時点:15.7時間)
早期アクセスレビュー
Good Kley-style game as of now, still could need some baking-time, mostly to become less repetitive.

This is a good step forward from ONI in terms of overall game design (UI UX mostly), and still a minor step backwards from SpellcasteerUniversity, but mostly only in game-play and ludo-narrative; in that MOM forces you to throw your students into a meat-grinder, while this is optional in SpellcasterUniversity, which feel a lot more like am interactive procedural story-adventure than MOM, being is closer to a more linear JRPG with a lot of violent death during turn-bassed-battle.
ONI is a better game than SpellcasterUnversity, BUT SpellcasterUnversity is better in story-crafting (what theSims and DwarfFortress are famous for).

ONI and MOM are research-tree-centric games, an that puts them into the Civilization/Factorio fork, where most technology-trees are too linear or dumb, if only for being too tier-ed, but MOM tech tree is hard-split into sub-trees that do not overlap and that mostly lack tiers, and this is for the better. In comparison SpellcasterUniversity has upgrade-able rooms, and that is about it (no tech-tree but diplomacy instead), an this permutes better than any tech tree (except maybe for how you customize+prototype all units in AlphaCentauri).
ANY games tech-progression tree is still a far way to be even closely as good as the one of FactoryTown, where tiers are just "better efficiency for the very same" which is great for smoothness of progression (colored science is VERY bad game design, an people need to learn why the FactoryTown approach is VASTLY superior), and it is 2 merging trees that mostly change between "tall and wide" expansion, giving you a more fluid choice-of-progress.

Upgrade-able character-perks are a great concept, but most of them are meaningless early-game, as you lack research.

Looks similar to SpellcasterUniversity, but all the game-play is fundamentally different, where Spellcaster University shines in novelty and semi-deck-building emergent-narratives, MOM is much more linear in progression and lacks the mild deck-building randomness, and this is mostly for the worse.

MOM seem to suffer a lot more from too much detail, where SpellcasterUniversity is surprisingly great in how it simplifies many things, that still permute in countless great ways.

It is generally good that ALL your NPCS become semi-established characters, that no necessarily stay forever, and are more like disposable hotel visitors than sims-spouses, BUT SpellcasterUniversity outshines MOM in making even the locations of your magic-university temporary and changing (there you have almost a dozen levels of which you may skip over only 3),

Pacing is a bit slow, just like in ONI, you usually fast-forward. SpellcasterUniverrsity seems to have better pacing and INDIRECT crowd-control.

Kley finally learned to properly categorize / contextualize constructs,, where older Kley games demand unnecesary tab-clicking in search for a poorly sorted item. This is a first.
投稿日 2024年3月10日.
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総プレイ時間:32.3時間 (レビュー投稿時点:5.9時間)
早期アクセスレビュー
silly messy funny permutations.
Only works as short-campaigner because it is WAY too randomly permuting and escalating otherwise.

DAR from optimized, some rare permutations are VERY slow in fps performance (mostly hats)
投稿日 2024年2月4日.
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総プレイ時間:55.1時間 (レビュー投稿時点:41.2時間)
早期アクセスレビュー
A good Doom-clone, that may soon become its own genre.
投稿日 2024年2月1日.
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145 人がこのレビューが参考になったと投票しました
1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:27.9時間 (レビュー投稿時点:27.9時間)
This is 2 games:
1 very bad real time stealth game, that at least has resets fast, not worth talking about and that the 2nd game would definitely be much better without. It keeps popping up bit makes up less than 1/8 of everything.
1 very good adventure game with better-than-within-Myst pattern-correlation-puzzles rotating around language ciphers.
This sounds intimidatingly difficult, but it is not only very easy combination-puzzles, but also not mandatory for most progress, as countless poor but good enough guesses are always good enough for progress.

Despite having an excellent automated-Journal for automatic-notes, and middle-mouse-for-interactive-object-highlighting, it suffers from minor design flaws like "One door is poorly hidden in the corner of a horizontally scrolling room behind a staircase" and "It has fast some travel but lacks fast-movement" and "sub-optimally implementing timing puzzlers but insisting on having more than 1 timing-puzzle-as-a-boss-monster (the only way limited-time puzzles should be used, like Zelda games tend to do).

Narrative is linear and nice, that this is fine, its just not as good of a linear narrative as ToTheMoon or Undertale.
The puzzle+exploration game-play sure is not as great as OuterWilds (where translation is automated and history/cultures are the focus).
Every modern adventure game now must learn from TheForgottenCity, that merges adventure-exploration+puzzles with many nonlinear ImmersiveSim games, and ChantsOfSennar gets there a little bit, but stays too much in the realms of linear-narrative contained-puzzle-room-games like PlaydeadInside.

It is well segmented into 5 themes, but the last-of-5-area feels a bit rushed, falling significantly shorter and simpler, but at least it manages to fill in all the possible gaps of all the previous non-mandatory-puzzle-solutions.

The game has absolutely no replay value, unless your first play-trough is VERY sloppy, with no bonus-achievements (completionism and true-ending-ness exist)
投稿日 2023年12月27日.
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