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Análises recentes de Ender Flames of Σ

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Exibindo entradas 1–10 de 36
Ninguém achou esta análise útil até agora
13.3 horas registradas
A twisted blend of bullet heaven and bullet hell that I didn’t think I needed. Besides its gameplay that is pretty neat, the story had me interested in a way that I wish some of the horror RPG maker games like Yume Nikki could tell. The soundtrack is also a hidden gem I can greatly appreciate too. Gotta recommend this if you like bullet heaven games with a bit more of a challenge and a final boss that is intended on defeating as part of the narrative. Hoping to see this get more updates too.
Publicada em 28 de novembro.
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1 pessoa achou esta análise útil
35.3 horas registradas (9.2 horas no momento da análise)
Being a big fan of Spelunky, and trying out different games from the team at Mossmouth, this feels like a lost collection of gems you'd boot up from that cool friend that shared a folder of cool games with you. The intimidating part is that they're also good at video games so they won't be easy. These games has that NES-styled difficulty, but still fun and addicting to play. 50 games to choose from is more than enough of your money spent on this gem.

I've tried all of the games and beaten 4 so far, cannot wait to beat the other ones. And also there's specific achievements with each game that gains you that mastery badge so good luck with that too.

There are also secrets hidden apparently, I can't imagine how much I'll uncover on my own BUT, that is what makes this game ever so more interesting besides the collection of games included. This is one of my top faves of this year, and I highly recommend if you like playing retro games in general, if not difficult games to play and master.
Publicada em 15 de outubro.
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In the state that this game is in that is based on this DLC, regardless if you own this or not, I cannot recommend this DLC at all. There are, surprisingly way too many bugs and glitches present now that I cannot even begin to list as there are threads online to view, and videos on YouTube to reference. The bugs and glitches I have noticed or ran into are the following:

-Visual/Audio bugs, non-indicative whether I have taken damage or are at low health from my own player’s perspective
-Item shop terminals does not consistently highlight items the player is looking at, which could lead the player purchasing the wrong item
-Health bar change animation when losing health is way more slower than usual. This is linked to the FPS after finding out in forums and YouTube videos for a whole other topic related to FPS-linked bugs (search for Loader’s FPS bug)
-Health bar while equipped with Infusion does not make an easy indicator when you lose health since your health bar turns red, and has been this way since the very first Risk of Rain. This was figured out in 2013 and improved in 2019 in RoR2. Now in this update, it makes it extremely difficult if not paying attention to the number but just the bar since its a slightly desaturated red (current HP) over darker red (lost HP). This also can be related to the health bar animation being slow AND the lack of visual indicator of taking damage that makes this issue prevalent. In Risk of Rain 2013, the health bar was about the same slight desaturated red, but the HP you lost is a more saturated red, making it more noticiable when you lose health along. With this, the animation giving you the delay of realization that you've lost health and speeding up the depletion of the loss health bar. In Risk of Rain 2, the HP loss bar was still the slightly darker red, but when you take damage the screen dims and has a more vignette around the screen so that you can see the amount of damage you've taken, along with the animation being faster but noticiable. With the update in Risk of Rain 2 that ties with this DLC slows down this animation to use the game's FPS, making it appear choppy and not clear.
-No longer can see the red flash of death of OTHER players (I know this is a minute detail that most wont notice with the game played at frame rates 60FPS or more since it is a single frame or two to flash the screen red when another player dies, but in the previous version of this game this is a nice touch that now is missing if you’ve played this game for long)
-Audio bricks itself when playing longer runs with the amount of proc chains and other sound effects to be playing at the same time. This makes me feel like I’m playing on a console with limited audio channels
-Mercenary’s SHIFT/Utility Blinding Assault is broken; can no longer follow up consistently with the enemy or object it interacts with, enabling the 6 second cooldown that happens if you typically either miss the enemy, or already used the third follow-up
-Acrid lunges noticeably forward with Primary Skill Vicious Wound
-Acrid no longer can perform the Primary Skill cancel for the first hit by hitting the sprint button. Although it may be intended, it does not allow veteran players use what was seen as a sort of tech, especially with higher attack speed item stacking
-Acrid's SHIFT/Utility Caustic Leap no longer hits enemies above him, seems that the hitbox is below Acrid now when using this move. This makes hitting and landing upon Wandering Vagrants more difficult and inconsistent
-MUL-T seems to have this annoyingly larger hitbox when using its SHIFT/Utility Transport Mode ability to ram into monsters and objects, causing an unexpected ramming attack of an enemy to its side to ricochet backwards into potential monsters BEHIND them in case of escaping maneuvers is needed to avoid taking fatal damage from said monsters
-The Captain's SHIFT/Utility Diablo Strike sometimes removes its landing indicator laser, which is supposed to show players where the strike is going to land. This is a potentially fatal issue as this will not show where essentially a 20-second time bomb is going to severely or fatally wound a player that happens to be within its vicinity since it deals at most 40,000% damage to monsters, or half of this if you are an allied player, which is still a lot of damage
-New Halcyonite Enemy has some strange properties on its hitboxes of the charging cyclone attack and regular sword swinging attack(s), lingering past its expected expiration period and/or possibly before
-New elite type, while it is interesting, can potentially make late/multi looping runs borderline unplayable due to how it functions; The Twisted Elite type emits a bubble around it, allowing any allied monsters that are in its vicinity to cause retaliation damage to the culprit, regardless of the distance between the player and the monster that has received damage. This causes an unease in picking up most AOE items or using AOE-based skills to the monster of this elite type since, more than likely it will be surrounded by other monsters. In the most extreme case, it would be consequential to try attacking a Beetle when it most likely has other monsters surrounding it, and since it is a smaller ground based monster that happens to walk slow, you have to either wait for other monsters are far from this bubble, or try attacking it with a more precise attack. If you were to attack it with a skill that has an AOE effect or items such as Gasoline, or Glowing Meteorite, this could set off this retaliation attack from its allied monsters, causing fatal damage to your Survivor if you are not careful. You now have to treat late runs as if you have the Artifact of Chaos enabled, hard coded into the game from a singular elite type
-Unsure if this is a change, but the Blind Vermin monster also seems to have a noticeable lunge and somewhat relative disjointed hitbox for its Primary Bite Skill
-Gip monster now seems to shake the ground while walking. I don't remember if they made the ground shake before, but I don't believe it would since it is the smallest of its related monsters, Geep, and Gup
-Overloading Worm no longer tints the screen dark blue when the player is in its vicinity. May be related to the visual bug mentioned at the beginning
-Game no longer can start on Steam Deck on its native screen. I plugged in my Steam Deck into the Steam Dock which connected to an external monitor, opened Desktop Mode and launched the game there. When opening the game in Desktop Mode or Gaming Mode on the Steam Deck’s screen, it will not get past 3% and the game never loads. On the external monitor it loads completely. Not sure what causes this bug
-The biggest and most heartbreaking bug I’ve ran into is the inaccessible teleporter on Rally Point Delta. The game spawned the teleporter within a container that, in a previous version of this game, was accessible since the door was always opened if I remember this correctly. I only noticed this since I found the teleporter’s base jetting outside of the container near one of the Newt Alter’s spawning location in this section of the map. This area contains four large shipping containers the player can walk on, with this one the teleporter can spawn here with the shipping container’s door being cracked open. This instance, it was not. I wasted a potentially good run with three red items obtained so far to be ultimately wasted when I realized that I could no longer proceed due to the game’s poorly written logic for this particular update. I have never ran into this problem ever.

The bugs are so bad, there exists of a bug/glitch tier lists

Please fix this game Gearbox. This game deserves WAY better treatment than this and to their fans for more than 5 years from the early access days in 2019. This isn’t a review out of hate. This is a cry for help. This is not the Risk of Rain I grew to love.
Publicada em 31 de agosto.
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3 pessoas acharam esta análise útil
1.9 horas registradas
I found out about this game from a YouTube video on how they managed to fit this game in a 40 kilobyte NES cart along with a friend, and this one was welllll worth it. All of work and tricks they’ve done to make this possible, honestly a very unique diamond in the rough, very impressive
Publicada em 19 de julho.
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Ninguém achou esta análise útil até agora
39.2 horas registradas (39.1 horas no momento da análise)
A very fun and haunting pixel adventure game that tells a gripping story while having some iconic rotoscoped scenes and memorable dialogue. Highly recommend this gem, otherwise you know nOoOoOtHiNg
Publicada em 19 de julho.
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Ninguém achou esta análise útil até agora
112.8 horas registradas (84.5 horas no momento da análise)
A solid realistic tactical FPS, some very funny moments can be had with whatever situation you fall under. There are some bugs here and there, and some of the enemies doing unpredictable things at times, but for what it’s worth makes the experience more fun and rememberable.

Hoping for more content and weapons since I’ve played since early access, its still solid but def would want to play through all of the missions again (my friends and I did a non-lethal run of all of the missions at this point of time after completing all of the missions with lethal weapons)
Publicada em 19 de julho.
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88.5 horas registradas
A game to play when you would like to wind down and/or to distract the anxious mind, or to accompany you while watching something
Publicada em 19 de julho.
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102.3 horas registradas
“They tell me I am the best…”
Publicada em 19 de julho.
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188.2 horas registradas (174.0 horas no momento da análise)
A good event of Borderlands meets Risk of Rain kinda experience, with higher difficulties granting you access to very challenging and brutal enemies while introducing you very interesting and powerful weapon combos with its weapon inscription system, making this a very solid roguelite FPS, or FFPS depending on how you look at it. With the content updates over the years it has come a long way and this is a great gem to not pass up.
Publicada em 19 de julho.
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1 pessoa achou esta análise útil
3.4 horas registradas (1.0 horas no momento da análise)
A small and addicting idle game, helped me break out the cycle

I am no longer binded by the gnorp, for it has set me free. Thank you for breaking the chains that cookie clicker could not
Publicada em 23 de março.
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