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Estatísticas de jogo
Membro desde:
December 16, 2004
Nota do Steam:
8.2
Tempo de jogo:
26.4 hrs nas últimas 2 sem.
Prison Architect
7.5 hrs / 7.5 hrs
Killing Floor
6.8 hrs / 10.4 hrs
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Dark Souls: Prepare to Die Edition
3.5 hrs / 40 hrs
Terraria
3.3 hrs / 16.6 hrs
Sleeping Dogs™
2.5 hrs / 9.4 hrs
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The Binding of Isaac
2.0 hrs / 2.3 hrs
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Amigos

AAWWEESSOOMMEE__
Em jogo
The Binding of Isaac

Bacon-Man(ノ゚-゚)ノ旦DOZO
Em jogo
The Binding of Isaac

Poringez
Em jogo
Just Cause 2

メガネ
Disponível

BUMFISTING SMASHCOCK
Disponível

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⊂二二( ^ω^)二⊃

Perfil _

chris

Washington, United States 

it really was a woof-woof panic, wasn't it?

http://i-am-boss.org

1 comentário(s)
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Poringez 11 Apr 2010 @ 12:49pm 
helo interfrend

Grupos _
#/v/ent
23 Membros  |  0 Em jogo  |  0 Disponível  |  0 Na conversa

the bikes-est

hello welcome to my web sight

Visitar o perfil de #/v/ent

DAI GURREN DAN
20 Membros  |  0 Em jogo  |  0 Disponível  |  0 Na conversa

東方 ~ Touhou - Público
7,447 Membros  |  613 Em jogo  |  2,224 Disponível  |  30 Na conversa


Jogos recomendados por ⊂二二( ^ω^)二⊃ _

Confusion, intrigue, and fury spring to mind when I think of this game - and that was just for the first few rooms. Antichamber is something beyond most modern puzzle games, forcing you to discard notions like "walking in a straight line will take you to the next room." The game itself offers little in the way of explanation or tutorial, replacing exposition and glitz with short chalkboard platitudes and a minimalistic but hugely effective presentation - subtle graphical clues lead you from room to room and ambient sounds act as landmarks. The description is quite accurate - this game will mess with your head.

Deixar um comentário 19 February 2013 @ 11:47pm

Breakout clone with wizards. Paul Robertson did the sprites.

Why haven't you bought it yet?

Deixar um comentário 10 October 2012 @ 11:54pm

Going with the obvious comparison to its predecessor, Darksiders 2 takes several grand steps forward compared to the first game. Combat is much more free-flowing and rapid, with a heavy emphasis on dodging instead of tanking. The RPG elements are more prominent, with a skill tree based leveling system and actual equipment to manage. Precision platforming joins the puzzle solving in dungeon runs, though in many instances the path is cleanly laid out and offers little incentive for exploration. The story seems looser and less defined, with Death's overarching goal quickly replaced with several others during the first half of the game. The controls work well in combat but fall a bit flat during the platforming sections, with Death often randomly leaping in unintended directions or not leaping at all. Many elements of the UI also flat-out do not work. Overall, a solid sequel marred by a handful of technical problems which will hopefully be patched out soon.

Deixar um comentário 10 October 2012 @ 11:52pm