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Recent reviews by LeetZero

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Showing 1-10 of 33 entries
No one has rated this review as helpful yet
64.2 hrs on record (62.3 hrs at review time)
Easily one of the most relaxing games you could be playing. VR support is nothing to scoff at either - it's extremely enjoyable.
Posted November 28, 2021.
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2 people found this review helpful
1,013.6 hrs on record (132.4 hrs at review time)
Between this and Chivalry, this is a clear cut upgrade, at least until Chivalry 2 comes out, however the community has been dying due to scarcity of updates, it's still going well for now and won't have a trouble finding matches.
Loving the large amount of customization above all, though people have been complaining about the scarcity of updates and small amount of maps. I got no major complaints otherwise, and the most recent have been pretty decent.. Mostly.
Posted November 27, 2019.
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No one has rated this review as helpful yet
9.4 hrs on record (5.6 hrs at review time)
True and welcome spiritual successor to Rollcage.

One of the few times one can safely say a new game actually stands up to it's precursors.
Posted November 21, 2018.
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4 people found this review helpful
2.0 hrs on record
I have no clue how this game has so many positive reviews. The game is terribly awful on both design and programming.
The entire game is a manifestation of what to not do in a platforming game. The list of issues is too enormous for a human brain to comprehend, but I'll lay out the biggest ones.

Pros:
-Fairly decent soundtrack, although it becomes repetitive very quickly.
-Walking and single jumping seems to work just fine. Wait, that's not supposed to be an acheievement nevermind.
That's it.

I'll try to list the crons cronologically, starting from the beginning of the game to the end.
Cons:
-No menu whatsoever, you just... kind of just start the game. What if you wanted to mute the sounds in-game, or at least mute the music without muting other sounds? Tough luck.
-Shallow graphics. Just because it's pixel art doesn't give it an excuse to look like this, it looks awful, and it looks the same throughout the entire game, there is physically no variance. The entire background could have been generated to at least create a more unique non-repetitive look yet it's visibly tiled.
-Diamonds are worthless. There's a pointless score, yet you can just infinitely increase it by just playing throughout the game forever, it's not a linear game, there is no endgame or high scores. It's all just for achievements.
-Dumb default controls: Z to jump, X to fire. All good, those are fairly standard for most platformers on a keyboard.. And then you have L for load, Enter to load a level (we'll get to that next), and R to restart the ENTIRE game, because anyone would want to "replay" this mess, and finally F to toggle fullscreen, at least that's a thing. The major problem is how much you need to use L and Enter, yet they are so out of reach, there's no reason why they couldn't be bound to something on the left side of the keyboard.
-Each level has to be started manually by pressing Enter. There... seems to be physically no reason for this other than a god-awful timer system we'll talk about next. It's more infuriating than not to want to rush through but you end up jumping off the platform without starting to load the level first.
-The "timer" is 100% hidden - you don't have any clue how much left of the "stages" you have to complete. This becomes even more of a problem later on when there are stages that are IMPOSSIBLE to pass. Straight up impossible, only because of the timer. After the invisible timer ends, the platforms slowly begin to dissappear. Consider how levels are too short to matter, or too long to make them possible, the entire idea of implementing that timer in the game seems to be straight up mindboggling. There does not seem to be any connection between the timer and the stage you are playing. You either are extremely slow and not even trigger the platforms breaking, or are pretty much perfectly fast and the timer screws you over.
-Awful enemy spawning - in particular the slimes can spawn either in front of you, or effectively launched towards you, giving you a sub-human-reaction death grant. You are not allowed to rush, yet with the timer you are not allowed to stand still for too long. I have had a slime spawn and shoot straight onto the stage pad as soon as I had pressed enter, killing me. Congratulation.
-The cubes that shoot bullets at you destroy all blocks the bullets touch as well. The bullets are round but seem to have a square hitboxes (I might be wrong about this one? It seems that way though). That being said, a stage can become impossible to complete 100% out of control.
-There is physically no explanation given in the game for pretty much anything. You are not told you can double jump (I'll be complaining about this more next) or that double jumping kills slimes & suicide doggos. There is no indication of the timer or even the mention of it's existence, you are not told you can break blocks by double jumping, you are not told about the "boss", you are not told about what the items in the "shop" do, nothing.
-Double jumping is broken to say the least. You can only initiate the double jump about half way midair. If this was by design, it's a ♥♥♥♥♥♥ design. It's your most reliable attack yet you can't use it properly. Simultaneously, when you land while double jumping, firstly, you cannot jump again for a tiny bit - this issue becomes immensely apparent when you try to bunnyhop off a ledge but you instead just fall to your death because there's a pointless grace timer or the developer was incompetent to make the thing work properly, secondly, you get to damage the blocks you are on, this is a immense stupidity of a design, this is not used cleverly in any stage, the damage to the block is random, and there's multiple instances where you can accidentally destroy a block and fall to your death - with the block being unreachable by normal jumps. The entire implementation of double jump is broken by both incompetence and design.
-Awful hitboxes. Just straight up awful, how can such a simple game have such awful hitboxes I don't know. Empty pixels hitting empty pixels kill you, plain and simple. This likely happens because the hitbox is just a oversided rectangle over the cat, which is nothing more than shallow development, not that it wasn't aparrent already.
-Shooting slimes duplicates them. Why? There is physically no reason to shoot in the entire game outside of a boring timewaste of a "boss" we'll get to next. None. Zero. Double jump is used to kill everything that can be killed.
-The boss I am talking about is a random cube just floating around and placing platforms. You are not informed that he's an enemy - he doesn't harm you either, but you have to kill him, and that takes a hundred or so shots to kill. There's no indication of progress in that regard, and at first he might just straight up seem unkillable. Bad decisions over bad decisions - the boss itself is just boring, why is this even a boss, it doesn't do anything, it just places platforms for you, what the ♥♥♥♥ is this?
-After about stage 30 or so, the stages repeat from a preset, yet the achievements go up to 100 stages, disgusting misinformation. There are not 100 stages. There are 30 stages and 70 pieces of garbage, if you want to 100% the game, or play more than 30 bloody minutes, and yet, about that...
-I managed to death lock myself in a save while I got on stage 61. When saving, all entities on the screen are saved as well as if the developer is incompetent to make a proper saving system, but I digress. If there's anything towards your platform that can kill you and you save, it's state is saved as well. I saved right next to a bullet and every time I load I die instantly, amazing.

I am sure I missed a lot of things, but regardless - absolutely everything about the game is awful. Pick any design choice and you can say something bad about it. Pick any mechanic outside of regular walking and jumps and there's something wrong with it. There's nothing good to talk about the game.

However, all of that being said, is the game worth it's price?
No.
Would it be worth it if it was free?
Still no.
Just no.
Posted March 2, 2018. Last edited March 2, 2018.
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10 people found this review helpful
2.4 hrs on record
A relatively okay story overshadowed by straight up awful mechanics:

There is no saving, crucial to some parts of the game such as in Chapter 4 (the walls painting), where there is a obnoxious amount of text that has to be clicked to advanced, and at the end of the chapter there are 3/4 paths that lead to death, and even after that, even more random death can occur.

For a type of a adventure that might seem it would ramificate into distinct endings, without even having to spoiler it, the ending is a shallow final choice. I feel like there would have been plenty of room of diverging paths along the way.

No actual skipping of text is God-awful - due to the random deaths and path ramifications you might want to check out of curiosity or anything else, you end up passing through the same repetitive sequences. The way you advance through the story and even move around is through clicking specific blue text. There is no universal advance or move buttons, even for the text that has only 1 option which could have as well been concatenated into a single sequence, you have to constantly click text that is in different positions just to advance. This is not an issue on the first run when you are actually reading the text, but if you go back (either forced from a death, which can happen very easily - or willingly repeating out of curiosity), it quickly becomes apparent how annoying this is. However, you can choose to skip to either of two areas in the game, although it's not an achievement.

Once in awhile, while moving around, you will encounter monsters you are practically forced to fight. This serves utterly no purpose. It doesn't seem like you die from them, and if you can that's yet another horrible decision as your only option is to attack. They serve no purpose other than being a boring obstacle. Both you and the monster can miss which unnecessarily extends the already pointless fight. Winning a fight doesn't achieve anything and serves no purpose either. If you receive the option to flee before the fight starts, that's a instant death. It's funny that running away from a enemy serves more danger than fighting said enemy.

Pixel art quality is shallow at best, only exceptions being the monsters you encounter and blood. It really doesn't help when you find flat, boring, if not outright out-of-place art in the game such as The book display case in Chapter 2 - it just outright looks ridiculous.

Absolutely no sound might not be the absolute worst in the world as one might presume since it kind of helps with the serenity but it's still a oddity, since nothing would have really been lost by adding a little immersion to the game, even if it was just one or two sequences of monsters shrieking or ambiental sound, anything could've improved the game by a reasonable margin. This is my smallest problem with the game, though, if it can even be considered as a problem.

There are also other smaller issues with the game - such as lack of a in-game menu, keyboard controls and the engine allowing you to select text which gets in the way more than anything - but if all of those issues aren't enough to turn one away from this "game" I don't know what would.

You will have a better experience reading short stories on Wattpad or alike. Although the story was okay, the experience delivered by the story being told in this medium was awful.
Posted January 13, 2018.
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4 people found this review helpful
1.9 hrs on record
Is it a good game? No.
Is it a good $1 game? No.

There are core issues with the way game works which makes it seem more like a game that's meant to be played on portrait mode.
When you move out, the lines go out at approximatively 45 degrees.
When you move in, they are at approximatively 30 degrees.
What's worse to that is that there's a pointless arc system which the lines follow, taking skill away from multiple encounters. Every time you move out the arc is small unless you spam it, but if you let it go back, it quickly rushes in towards the in position at a faster speed. This is highly inconsistent and uncomfortable to play or even get accustomed to.
A large amount of sections in the game also are luck trial-and-error based, while simultaneously most of the sections can be COMPLETELY avoided by just spamming the left mouse button, at least until you are forced to move to the middle, which inevitably will lead to potential death due to the 30 degree range, the delay in which you even start moving in, or simply because normal human reaction time is not suited for those sections to suddenly pop up either. Even if you were to play legitimately there are sections of the game towards the end of the game where the main path is straight up a death route (as in, the reasonable path is just straight up blocked) and you are forced to the sides anyways. Beyond that, the sections themselves are also boring and repetitive seeing they don't actually serve a purpose except for trial and error to realize when you exactly need to let go of the mouse button.

Don't buy this game, there are tons of similar but better made games out there.
Posted January 6, 2018.
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7 people found this review helpful
2 people found this review funny
4.0 hrs on record
What would otherwise be a great short little platformer is instead made into a RNGfest by randomly falling meteors. The meteors will either make you wait for no apparent reason or straight up force you to lose a life in multiple circumstances, and also breaking apart any potential the game had for a speedrunning community. The only frustration that ever arised from the game were from the meteors and the boss.
The boss patterns in combination with the meteors have a chance to force you into a unfair death, not that surprising since that happens most of the time during the game anyway.
The end sequence doesn't even bring anything special other than credits, you don't receive stats of how much you died, or spent in the current run, nor what you ended up with your score. In other words, the game gives no credit to the player for the work, ultimately with a lack of leaderboards, and thus collecting points is... Pointless.
Posted December 31, 2017.
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8 people found this review helpful
62.1 hrs on record (51.8 hrs at review time)
The game itself is not godawful, and a pretty interesting FPSMMO thingy that performs well in multiple aspects, and beyond that it is fun, with satisfying gunplay.

At least until you finish everything you can solo, at that point the game takes a odd turn due to the way the EGO (level) system works. If you have up-to-date weapons and all for your EGO level, the game is fair, if not too simple and easy at points, I reached about EGO 2700 before I realized the grind that came after I was done with all the jazz. But that wasn't my issue, grinding would have been fine, the issue is that you can't ~do~ anything while grinding:
The EGO system sets and "boosts" the current instance of any activity you are doing to the participating player with the highest EGO. In the open world this is limited to 4750, but EGO can go up to 6000. The issue is how the "boost" (if there even is any) is so insignificant in the light of those players that you end up simultaneously being curbstomped by mobs in a event and being unable to do any damage. Oh, you are able to instantly kill a NPC with a headshot using that sweet bolt action sniper you grinded for at level 2000? Well if you take it in a event where a high level player struts about and the instance is set to EGO 4750 (or even inbetween) you'll feel how weak you really are, as the damage it does will be effectively irrelevant.
To sum that up, the game is fair only if you are playing alone, or are the highest level in the instance, which is mindboggling, since after you finish the main game everything left to do implies Co-Op and PvP, but you wouldn't even reach half the level cap, and you'll just end up getting bored to death tagging alone more than participating in events that you can't actuaally be of any use in.

Another issue is the F2P scheme, you have a bunch of restrictions and limits if you don't own Patron, the biggest one is that you earn half the amount of XP you would earn usually. I been playing with Patron this whole time because I played before the game went F2P and I was awarded a ~temporary~ Patron pass, and I still feel like leveling has been ridiculously slow. I don't know if with full F2P you can get to EGO 2000 doing main/side missions and pursuits (pursuits are equivalent of in-game achievements, they award outfits, titles, but mostly straight up EGO rating which is worth taking note of). Beyond that the amount of grinding just to gather resources to get arkforge (used to upgrade weaponry and a few other similar uses, non-Patrons have a weekly cap) or a loot box is humongous for anything not Ex Inanis (a faction in the game), yet if you decide to pay scrip (microcurrency) you can instantly get either one of those, with the addition of having better lootboxes to begin with, with better gear.

Finally a issue that has been recurring in the game lately is that Trion seems to have cut down on the servers a lot, I accidentally ended up playing in NA servers (although they are pretty much the only active ones) and characters are region locked so I might be partially at fault that, but everyone in the chat including Americans complain about the game lagging once in awhile, quite severely at that. It's understandable since the game is slowly drifting off onto it's dying legs, but it's nonetheless something to consider.

Overall I would pretty much only recommend the game up to finishing everything you can do solo, which is a shame because Incursions, sieges, arkfalls etc. are not unfun, just unplayable along high EGO players (unavoidable) if you want a feeling of accomplishment. Random openworld activities are relatively pointless to do and don't award anything significant.
Posted November 22, 2017.
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23 people found this review helpful
4 people found this review funny
455.9 hrs on record (232.1 hrs at review time)
Large amount of P2W issues with weapons that are objectively better from microcurrency purchased lootboxes. Gold variants are also typically better than their regular variants. The changes are pretty small, but there shouldn't have been any to begin with.

Extremely slow leveling up past 20 without VIP and very slow unlocking, implies a lot of grinding and losing a match is punished since mostly everyone is playing for daily bonuses anyway, and losing (beyond not getting daily bonus) will likely actually be a genuine loss of money since it'll take more money than you earn in order to repair your gear. Matches will rarely actually be equal and fair, and a team typically gets curbstomped. Since nobody cares about the losing "gains" since you're at a loss if you lose, even if you yourself struggle through, chances are half of your team left the game. Why would they not after all, they're wasting time in more ways than one.

Netcode that for some reason favoritizes people with bad ping. Accusing people of "red ping / yellow ping" is a running gag in the game, since everyone expects those people to be laggy and get cheap kills. Might be a pseudo effect, but it does seem like it happens too much. I strongly believe the kicking for high ping should be much more strict.

No-skill-required instakill snipers while camping. This is perhaps my most "whiney" point, as it's a issue I have with snipers in ever game, but in here I'd like to believe that they are different, and much worse, they just fall out of line with anything else in the game. All deaths by those cheap snipers feel, well, cheap. Nobody ever uses non-instakill bolt action because why would you, when you can just sit half a mile away and snipe someone out while they might not even see you, and the game does not take kindly to long range combat, it's mostly a close quarters game frankly - yet still those snipers can also still behave just fine in close quarters with no issue: it's impossible have the human reaction time to spot a sniper around a corner even if he's right in your face, he's going to see you before you see him. You need to aim at him and spray & pray that the netcode is on your side, especially at longer distance, where the game's maps heavily favor camping and snipers (such as maps with height, foliage, and dedicated sniper locations). He has to press LMB. Also if you're a F2P player the best instakill sniper (SAE Scout) is not aquirable, and it'll take you awhile to get a instakill sniper to begin with putting you at a innate disadvantage even if you would want to gamble and strike head on with the same assets.

It's understandable that snipers are difficult to balance in most games, but they are extremely annoying. The in-game community overall detests auto sniper more for some reason, although they require a bit more skill to use and it allows the attacked a fighting chance.

Most of my issues with the game did not happen before my.com migration. Most weapons were readily available for in-game currency, I could swear the netcode behaved better, there weren't as many instakill sniper users, minimal and rare P2W weapons and so on, I find it quite a shame.

If you for some reason want to play exclusively co-op that's perfectly fine, and the missions are quite enjoyable for awhile, I don't see anyone getting large amounts of progression from just doing co-op though, and it's almost impossible to get matchmaked into more than half of the spec-ops missions, and later on you'll figure that doing anything except Insane is not worth it, which restricts you to 2 missions per day accounting for daily bonus.

Still better than most Call of Duties though, it's free, and still can be extremely enjoyable and fun beyond those problems, it heavily depends on the match. I just don't want to recommend it at face value, even if I actively played the game and will continue to play the game, since in terms of quality it's still one of the best F2P FPS around (which isn't an achievement). It does have it's moments, there's multiple cases where none of the above are issues since it depends on what each individual player does / owns, so you can end up in some fun / fair matches once in awhile, but even then I don't think new / potential players should consider giving this game a try though. It's not friendly, and it hates you.
Posted November 21, 2017.
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A developer has responded on Nov 22, 2017 @ 6:49am (view response)
No one has rated this review as helpful yet
1.5 hrs on record
This is the worst platformer I have ever played. Ever. Clunky controls, extremely poor behaviour of objects, AI & player items, obnoxious random levels that can even kill you at the start, no purpose in collecting or even trying to stay alive for the most part since most deaths are unfair, horrible platforming, and dozens of others, but the game's horribleness speaks for itself in the end. I can't believe anyone honestly portrays this game in a positive light. I wonder what dev playtested this and was like "yeh this is fine", if this was even playtested. I feel bad for the artist assigned to make art for this sodding mess, as it's perhaps the only thing going for it.
Posted February 22, 2017.
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Showing 1-10 of 33 entries