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Recent reviews by caravanSong eeYoEe Yo aahn

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1 person found this review helpful
2,814.3 hrs on record (193.0 hrs at review time)
Early Access Review
nice to see some unexpectedly good features that some other idle games don't have, like affordable tooltip ~ x days / attack targeting options / 1e15 etc i feel games like stellaris missing this.

Likes:
-new players friendly, easy tutorials / first unlocks.
-nice UI to toggle / automate unlocks / check affordable tooltip / set attack target priority
-damage calculation text and resources gained text / inputs.
-prestige resets not too punishing to start over. get to keep some unlocks.

Currently stuck on sector 23 so suggestions might be wrong.
Dislikes / Suggestions:
sounds
-no laser / explosions sfx
-music not relaxing. no space ambient / option to change tracks. usually I turn it off. maybe something calm/tragic and similar to this nicer? youtu.be/W3mZzA7PzBI
graphics / UI
-maybe dotted stars background should slowly moving / changing / different sizes / colours?
-Sector Navigate Here option does not stop. navigated back to sector 17, when i checked again i was at sector 1 since retreat still toggled on. expected to stop at sector 17.
-RI toggle max 800-900? 3 charged beams extra range 1150 etc not useful since enemies appear to only spawn within what we can see <900?
-Info popups not clear / easily forgettable what sector it was from. maybe should be next to each sector data? e.g. Sector 21 - Armored enemy tip / should have label / hints what can be unlocked in next locked sector e.g. how to get kinetic boost automator? hints close to a breakthrough.. what shard drops maybe found in next sector etc.
-no seasonal leaderboard / steam stats vs friends / top players / global best/slowest sector clear time. this could be useful so players have an idea whats required to clear the sector instead of grinding infinitely in wrong direction. e.g. slowest clear was 30 seconds with Frigate class 1e16 shield / global first clear was with Cruiser kinetic weapon 1e15 dps etc.
-maybe custom ship aesthetics unlocks? these days most games have simple battlepass for aesthetics / emoticons.
-UI toggle bugged after prestige reset. e.g. salvage auto collector still active / maybe wrong active on/off colour? active text meant to be red?
-UI Reactor tab not flashing when out of energy / stopped
-UI Loadout too close to Synth / V device tabs. accidental loadout click, lost saved 4e6 void power dropped instantly to e4 etc a bit disheartening to take 15min+ to get back. maybe nicer if power lost is gradual not instant to capped max (then maybe reactor can overheat and cause problems if over power generated is over the max limit)

gameplay
-salvage gains feels stuck around sector 18, 21-23? tried switching V device for more salvage but not effective. no other option than to focus synth salvage unlock / reactor boost salvage. very slow synth even after boosts.
-no crafting system / complex inventory / item drop mechanics like path of exile (POE) / ragnarok online.
-no seasonal leagues / seasonal rewards / map modifiers like POE. maybe item drops to set modifiers to enemies for more difficulty (limited time) but better rewards?
-maybe multiplayer ideas could be something similar to typical mobile games raid boss events / warp drive to party etc. single player gets a bit boring after a while. then maybe can develop similar POE leagues. solo only etc for hardcore players.

ship
-still don't know what crew is like, but maybe 1 crew at start? e.g. the pilot. then can die due to old age / hastened retire / missing in escape pod (limited timer) every time our ship destroyed. randomised after death / buy random ones with sector / base unlocks that has random traits/race + and - bonuses like stellaris might be nice, so we can plan around what we get.
-enemies have shield, hull / armored type. our ship doesn't have hull / armored option?
-maybe ship should be in middle and enemies not only appear from top side? e.g. retreat make more enemies appear from back? or some sectors has enemies from all directions. maybe sector A is left, C is more from right etc.
Then maybe plan ship designs. e.g. blue shield hp indicator has 4 sides like a diamond shape. later on choose to focus on front/back left / front/back right. instead of simple half damage to both shield, maybe some enemies attack more on front right shield before it cause hull damage etc.
-even nicer if we have more than 1 ship e.g. only mother ship never die, extra ships must reset prestige / spend salvage / gather army fleet etc.

offense
-no area / piercing effect of weapons? would be nice if lasers hit the enemy behind it as well instead of passing through.
-maybe consumable weapon drops / implant modifiers for limited time / durability. e.g equip like V device, eventually weapon modifiers has no effect and has to be discarded.
e.g. shotgun style / multishot burst attacks / rotating traps / or magic / elemental damage. more weapon effects / types / attachments? e.g. laser attachments that can do extra damage to shields, but may overheat / slower reload / attack rate if used non stop. wide area explosive / incendiary or poison / freezing / paralysing effects.

defense
-maybe defensive maneuvers / shadow cloaking / sidestep (barrel roll) dodge ability? e.g some enemies in shadows are hidden from attacks to get closer to us and we're able to do the same to get closer to enemies if we prefer gatling lasers etc.
jamming weapon / overheat reactor slower reload / fire suppression / better guided / auto aim but with penalties e.g. weapon overheat faster / less magazines / shorter range etc

overall i think has nice features to learn at start, will not recommend this game for now as it starts to get boring around sector 18-23 with mechanics that are too simple / linear, not like other mobile / gacha games. hope the developer is still motivated to make great changes as I believe unique damage calculations and inputs has the potential to be one of the best idle games out there.
Posted November 3, 2023. Last edited November 3, 2023.
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A developer has responded on Nov 4, 2023 @ 7:41pm (view response)
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2 people found this review funny
7.3 hrs on record (2.9 hrs at review time)
Likes:
-trying gundams i've never heard before
-reminds me of SD gundam. sadly havent seen my fav Apsalus II
-battle simulator trial / survival / boss under 3 min quite challenging

Dislikes
-profanity filter a bit much. cannot use n i g in night or tor in commentator
-character creation limited customisations
-not newbie friendly. Tutorial provide basic controls but i had to figure out how some weapons work. e.g. qubeley side funnel is different to follow funnel. must hold mouse + lock on until it beeps; some weapons no default hotkeys 12345 e.g. qubeley beam cannon and must assign shortcut. To restart mission press TAB not Esc; Also better to swap hotkey jump and boost
-movement & attacks not smooth in comparison to other gundam franchise. long reload time of melee weapons, slow booster / jump cannot do melee attacks. difficult to use counter. but i guess long reload makes it important not to miss or spam attacks.
-ranked battle simulator etc not available
-multiplayer does not work. sortie quickmatch, custom match / battle simulator - boss with friends keep crashing without explanation. now has 16h penalty after the 6x try. I have tried changing to fullscreen, borderless, graphic low settings. still keep crashing. about to uninstall if sortie problem not fixed soon in few days
Posted May 31, 2023. Last edited May 31, 2023.
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1 person found this review helpful
42.7 hrs on record (39.8 hrs at review time)
old game similar to battlefield but has some unexpectedly good features that other fps games don't have.

Likes:
-Map and tactical overlay editing tools easy to strategize.
-unique base types to capture: amp station that reduce turrent overheat time, bio lab hp regen, tech plant heavy vehicles, vehicle outposts.
-capture the flag / conduit concept
-water diving / underwater engagements has beautiful scenery. too bad some vehicles just float. maybe allow some land vehicles to dive or float with ctrl / shift?

Dislikes / suggestions:
-Not newbie friendly. capture region appears connected with dotted lines but can't capture. confusing.
-blueprint deploy too near with other silos. was unsure how to cancel at first. maybe need UI to add buildings in map tactical overlay / show red area. e.g. circle with dotted red lines. Easier to build new silos this way, especially when enemy buildings nearby not shown on minimap. First time doing this made me walk long way to place it then walk back to my ANT.
-deploy too high then 1mm later too low. Frustrating.
-More construction options? e.g. jump portal to move faster.
-Vehicles get stuck easily on rugged terrain / flipped. need road / ramp making option? Vehicle abilities to flip upright and stabilise might be nice instead of just fire suppression. or aircraft ability slot to barrel roll, vehicle ability to jump but takes 50% hp damage maybe? XD
-Need ability to place blueprints on the map for walls, roads, ramps and bridges. then ANT complete job with left clicks? Also option to turn on / off blueprints visibility.
-maybe gradual terrain changes with explosive weapons? e.g. destroy small trees. terrain slowly recover to normal in 1h. weather effects? e.g. tornado that pulls nearby aircraft. gravity weapons / grenades that pulls enemies to one spot might be nice.
-natural disaster events? e.g. earthquakes warning, flatten surfaces / damage / destroy all player made buildings.

-Characters don't have shared currency / aesthetics unlocks.
-Classes restrict gameplay styles. e.g. only medic can heal / revive. only light assault can jump high. Maybe better if all class has access to special ability but shorter duration / limited use e.g. 1x only / longer cooldown / weaker effect / cannot stack utilities. This would open up endless possibilities e.g.
combat medic + jetpack suit to jump higher / stealth but requires jetpack implant to use properly otherwise 1/3 efficiency.
heavy assault + heal / 2 shield utilities to tank / heal faster
melee + sprint suit? faster sprint / dash.
-melee + stealth suit. melee is hardly used for other classes since no stealth like infiltrator.
maybe nice to see melee slot used as shield / block / used to stealth / shield others / grappling hook? Or melee weapons becomes terraforming tool concepts, axe to chop trees, hammer to destroy walls, drills to dig linear tunnels / pitfall traps for vehicles. each player can only make 1 pitfall trap like silo, if laggy.
what if melee is functional with MAX units to make melee slots useful. e.g. MAX sword melee attacks. can easily destroy tanks / buildings in 5-6 hits otherwise takes 12-18 hits etc. melee has durability / usage count instead of unlimited use.
-secondary weapons like pistols hardly used, somewhat useless.
maybe magic / elemental damage? more weapon effects / types / attachments? e.g. laser beams that destroy shields easily / wide area explosive / incendiary or poison / freezing / paralysing effects e.g. jamming weapon / overheat slower reload.
or even shotgun style burst attacks or spiral pattern for rail / barrel.
unlocking weapons should not just be more damage / better optic.
-Implants / attachments for guided / auto aim like aimbot with penalties e.g. weapon overheat faster / less magazines / shorter range etc
-maybe drop pod certs?
e.g. act as spawn beacon / radar block / reveal enemies / explosion upon hit / add mineral / light source / blinding light / act as wall / auto repair nearby vehicles / MAX units.
-Need endgame events e.g. if losing team deaths / resources reach a certain counter e.g. 5000 deaths it will summon a powerful behemoth in base to change the tide of the game. just like a simple rideable vehicle with only melee attacks. maybe 60k hp?

thats all my ideas for now XD
Posted May 19, 2023. Last edited May 19, 2023.
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No one has rated this review as helpful yet
1,595.8 hrs on record (1,518.7 hrs at review time)
Grats for 2021 steam award.

Terraria is a very simple survival, boss fighting game that revolves mainly around crafting and item gathering from exploring the 2D platform by digging blocks of the rectangular world with ocean edges on east-west axis.

I learn few things from this game. Some features that are nice to see are:
-quick stash to nearby chests.
-digging / terraforming tool concepts, axe to chop trees, hammer to destroy walls, drills to dig linear.
-farm / terraforming plant tree seeds / terrain biomes.
-try out available melee, ranged, magic weapons.
-Collect various unique NPCs, beasts and crafting materials.
-Design base to sort inventory / homes for art
-interesting potion effects, boss designs.
-fishing quests.
-wiring traps, set minecart tracks and teleporter.

if there will ever be terraria 2, Some concepts that I would like to see / find quite lacking for now are:
-No survival elements hunger, heat and hp. food to appease hunger / campfire for heat / water to cool. diseases / debuffs and craft specific medicines from plants to remove debuffs.
-No character level, traits, class, unique skills from weapons / racial / level progression. e.g. technology tree, racial traits / personality (such as in Stellaris or As far as the Eye game), weaknesses and strengths e.g. would be nice to be able to choose whether the character has more vision during day / night, faster / slower mining speed / hunger, better or worse fighting skills in melee / ranged / magic. Or aging characters instead of levels to promote repetitive character creation with randomised buffs / hybrid builds. e.g. upon hardcore mode death maybe drop a unique Soul level / randomised buffs as an item, for better hardcore mode reward / stronger next character creations. Currently it's just simple character creation for visual style.
-Lack weapon / armor damage types e.g. physical piercing / blunt damage. magic fire, ice, lightning, poison, light / dark chaos dmg. Would be nice to see slimes immune to bludgeoning damage / some elements. Or have some enemies weak to melee / ranged / magic / certain type of weapons / elements. And maybe armor / weapon durability + belt, ring and amulet / rune slots too. Currently damage and armor are just simple numbers.
-No quick template to build homes e.g. select an area to copy, save as template, and quick build with enough materials and tile placement range.
-Lack NPCs AI to defend base. e.g. hire mercenary NPCs / tame beasts / monsters if certain conditions met e.g. slime / dragon homes that require lava / certain trees / statues in 60/600 tiles.
-Would be nice if we can claim player territory / defend area from monsters / have natural world buffs around that area instead of simply placing monster banners for more damage. Currently just simple spawns at specific areas.
-Lack monster AI. Stuck at block placements and simply jumping around. Nicer if blocks can be destroyed / mined by monsters too so players don't just hide behind blocks.
-Nicer if blocks behave like sand / silt and require specific technology / tool to keep it floating in the air.
-Nicer if there are natural disasters like tornadoes, tsunamis or earthquakes that can suddenly change terrains over time.
-Nicer if buildings are not just homes to house NPCs. e.g. special purpose to breed unique monsters / hire temporary NPCs / defensive towers / siege weapons.
-Maybe more ocean creatures / fossils of dinosaur parts and save as template copy to place them for art that could increase nearby NPC happiness.
-No weather effects / lacks development for sky islands / space.
-No vehicle crafting. e.g. build vehicles / design robot blocks (similar to Robocraft game) with quick template for aerial battles / faster digging / spaceships that has durability usage / fuel consumption.
-No pvp or seasonal leagues e.g. weekly events such as capture flag, deathmatch, guild battles, fighting for resources / NPCs happiness / Factions / Weekly world effects such as in typical mobile games. Even nicer if we can build vehicles like tanks / helicopters as technology tree (simple templates) and have pvp matches like Battlefield game for short period of time e.g. 1-2 hours weekly for territory or guild wars.
-Lack world generation effects e.g. be able to gather World random seed, similar to path of exile game map effects to provide incentive in repetitively creating new worlds. e.g. mobs higher hp / armor / dmg / speed / different attack patterns (instead of just auto attacks) / special effects such as burning trail damage / immune to certain type of damage / spawn unique world boss / artifacts for better repetitive gameplay.
-World is not cylindrical wraparound on an east-west axis. Impassible lava and space at southern and northern edges respectively. Simply rectangular with ocean at both edges.
-some idle mechanics / simulations like typical idle games or the sims / majesty game (placing bounties to make NPCs do something for 2D RTS style like building special units / siege weapons for war between factions might be nice too, since i afk a lot. anyway i hope my ideas not too wacky XD
Posted January 6, 2022. Last edited January 6, 2022.
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4 people found this review helpful
134.0 hrs on record (2.5 hrs at review time)
good graphics, quite fun to learn battle strategies, but buggy. Loading often stuck, e.g. failure to load = cannot Esc, had to end task. Happened a few times when connecting to server, reading character list, after battle, while loading skills tooltip / getting rewards, talking to npc watchman to leave fief.

no variety in gathering units. serf seems best at level 7. i feel developers could improve it e.g. specialized gathering, serf early level but less useful at max level or something. atm serf seems best at level 7 while farmers +4 more but only 20% collection.
Posted February 18, 2021. Last edited February 20, 2021.
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1 person found this review helpful
360.3 hrs on record
just doing this for steam award nomination so i get some steam level Xd

some stories were based on historical events and made me google it sometime and i think it's great.
my fun experience was digging ground (i think it was search skill?) for thrown away items by players, finding high levelled cannons. i think i found 7-8x on a small island where they cant sell cannons. it is very hard to find in sea though with recognition. or perhaps i misunderstood it, but i think i found a decent sail with that skill.

maybe developers could add visual cues for hidden treasure / flotsam from players such as darker spot on the map for a brief moment e.g. 5-10 seconds, or notification that there's something nearby, rework land exploration, maybe add more animals or true biological / ecology stories? e.g. buried fossils. or perhaps pets that can provide automatic notifications if there's something nearby, e.g. bird for sea, dog for ground.

would also be amazing if we can learn languages in uncharted water. e.g. actual arabic texts, chinese, japanese (english translation shown if we have the skill). uncharted water could've been the greatest language learning game even if the graphic was outdated :)
Posted November 30, 2019.
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2 people found this review helpful
248.1 hrs on record (126.7 hrs at review time)
actually I would recommend this game, but at the moment it's not as good as i thought it would be. i hope developers are not lazy to fix bugs / improve the game as i see a lot of potential to make this game more fun for multiplayer. maybe i'll change this review later XD

Likes:
-music not bad
-general game concepts e.g. randomized tier based research.
-simple layouts, battles.

dislikes
-not bad stories, but too serious. need more humourous elements too, like non sense findings, scientiest stuff ups, military fails when you try to do the right thing; doing something evil, but unexpected good result etc.
-Research UI needs revision. e.g. constant 3 coloured dots / gray next to resources UI to show no research picked would be nice. forgot about research many times. or option to leave research window always open as you click other things.
-Ship designer needs revision e.g. not having to design same ship every new game. save, customize simple colours, and load design inherited to civ creation when required technology is available. or at least able to save and showcase 3 designs for early, middle and late game.
-fleet battles needs to be more complex. e.g rock(short range)-paper(long range)-scissor(fast mobility) system e.g. small bonus dmg and reduced dmg for 3 types of weapons and shield; and showing this icon during battle and when choosing weapons on ship designer. add fleet formations, customize battle AI instead of just circling targets boringly.
e.g. set default AI attack nearest / aim weakest / mixed.
e.g. set default 3 fleet formations...tight formation for heavy shield fleets and protect weak units...scatter formation to minimise area damage, or scissor formation well suited for fast mobility fleets to aim weakest.
-repetitive gameplay, too much text to read for events. needs more animated / voice approach / smaller chunk of words.
-lacking -2 traits to customize traits. e.g. Sickly. more chance to suffer diseases / suddenly die.
-lacking funny traits e.g. diabetic. negative production during food surplus. Disasterous / Bad luck. more chance for disaster and famine to occur etc.
-new resource value as alignment /reputation as good, neutral, evil might be nice. e.g. karma points to spend? e.g. attract certain species if you like to do bad things etc. these species could give certain advantage / disadvantage to gameplay.
.fastest speed is not fast enough for multiplayer game. e.g. aim so that game can be ended in 2-3 hour? e.g. automatic research pick on preferred area.
-would be nice to be able to read player's BIO and ship designs while waiting for players to join.
-micromanaging transport ships is tedious
-confusing assault army and army damage perk when just started learning about this game. should mention army is only for invading planets.
-gradual big picture of city change as you build stuffs might be nice.
Posted August 6, 2018.
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1 person found this review helpful
2 people found this review funny
55,686.4 hrs on record (31,927.3 hrs at review time)
2023
52710.1h swipe left swipe right commends are nice but a lot of complaints that bad behaviour not fixed and counter doesnt go up. next year maybe need team/guild party dates and more than once swipe on same person..

and voted for labor of love to get badge, but 2023 lovepass has been disappointing sadly. pls hire me valve or i'll hv to keep loving for my love til im 80..!

2018
31927.3h is how much time I spent to find my waifu, but still couldnt find the one. they need to rework the matchmaking system ᕙ(˵ 'ಠ ਊ ಠ' ˵)ᕗ
Posted June 6, 2018. Last edited November 22, 2023.
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3 people found this review helpful
10.8 hrs on record (9.0 hrs at review time)
Early Access Review
Likes:
-relaxing songs
-concept of terrain for summoning requirements, etc
-flexibility to choose additional card/terrain/mana each turn
-easy visual tips for events/unit effects
-good incentive to join free tournaments.

Dislikes:
-Still don't know how to keep certain cards for redraw at start of game.
-Unit designs/variety that make use of terrain needs work, e.g move faster/slower across mountain/forest, reduced attack / bonus while standing on specific terrain.
-Need incentive to use codex deckbuilding. e.g rare cards usable only with codex (or with combinations of certain codex).
-i also think the game has better strategy potential if we can choose to move 2 but can't attack, or move 1 + attack 1 by default. in addition to possibility of swapping movement, e.g click friendly unit to swap both units position.
-misclicking to attack a unit and unable to move afterwards can be frustrating.
-2D map makes it hard for a unit to move to the other side of map to do a sneak attack. Too much advantage for playing defensively. Would be nice if map is like a 3D globe instead, e.g adding warp points at the edges of map to make units move to the other edge of map easily.

overall needs lots of development before i recommend this game :)
Posted June 20, 2016.
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Showing 1-9 of 9 entries