12
Products
reviewed
0
Products
in account

Recent reviews by StrangeQuark

< 1  2 >
Showing 1-10 of 12 entries
1 person found this review helpful
2,855.8 hrs on record (2,632.1 hrs at review time)
Obligatory new review for Steam Badge (no I didn't actually nominate this for Labor of Love, I just had to nominate something I could play first to get the badge credit)

Hmm, what to say... there's less bots now, so that's nice. Not NO bots, unfortunately. But there are LESS. Obviously Valve team needs to start supporting this game again. It makes them a TON of money, Old cosmetics and even some stranges (Kritzkrieg for example) have gotten WAY to expensive, we need some rereleases. I'd also like to see a cosmetic rework based on body slots, there's no reason I should still only be allowed to wear three cosmetics in nearly 2023.
Posted November 29, 2022.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
409.7 hrs on record (305.8 hrs at review time)
Spent ten hours running on rooftops to get a little less tired when I run cross-continent. NOSTALGIA!
Posted December 1, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
319.7 hrs on record (312.3 hrs at review time)
Obligatory Steam Awards review: It's a fun game, like Minecraft but 2D and with better combat and crafting.
Posted November 27, 2020.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
21.0 hrs on record (18.3 hrs at review time)
Obligatory Steam Awards Badge Review:

It's Borderlands 1, but a little fancier. You should know what you're getting into by now. It's no Borderlands 2, but it'll do.

Received for free due to already owning Borderlands 1 GOTY edition
Posted December 2, 2019.
Was this review helpful? Yes No Funny Award
30 people found this review helpful
4.5 hrs on record (3.8 hrs at review time)
Obligatory Summer Sale bonus points Review:

It's a good game. You fly around and go pew pew. Hard, but fun. The most interesting thing for me is that the soundtrack is constructive. What that means is that each piece of your Rauser (that's what they call your plane) has its own layer of music, and the music for the pieces you use are blended together to make the song you hear when you play each round.
Posted June 28, 2019.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
152.6 hrs on record (124.9 hrs at review time)
Obligatory Steam Awards Badge Review

It's a good game. But you already know that. Go play it with friends, and it becomes an even better game. Just don't steal all the good loot, Sharing is Caring.
Posted November 23, 2018.
Was this review helpful? Yes No Funny Award
31 people found this review helpful
1 person found this review funny
14.2 hrs on record
Note: I was a Kickstarter backer for this game.

Timespinner is your typical late-90s Metroidvania JRPG, starring a Protagonist who really hates lamps.

But is that everything to it? Not quite. Timespinner has a lot going on, so let's break it down:

●The Good:

Music - Every area has a distinct theme, and most are super cool. The soundtrack strikes a good balance between "Wow I enjoy listening to this" and not actively distracting you from the level. Thankfully, I got the OST as part of Kickstarter Pledge. There are definitely a couple songs I'll be listening to outside of gameplay.

The World - As you progress through the game, you'll swap back and forth between past and present. The maps are nearly identical, though the effects of 1000 years are quite visible. In certain places, things you do in the past will have an effect on the future. It's pretty neat to see these little touches, even the ones that aren't tied directly to the plot.

Art - As mentioned earlier, this game is big on the late 90s aesthetic. And it looks great. The 32bit inspired pixel art would look right at home on the SNES. The sprite animations are smooth and elegant, and most enemies have several animations, adding a real vitality to each enemy. The protag also has a gorgeous, floaty movement to her, along with some cool looking (though impractical) animations. Turning around after running, and the double jump both stand out as really neat animations. Enemy designs in general are cool too, especially how enemies in the future are clearly based on enemies in the past. This a cool homage to early JRPGs, where to save space, tougher enemies would be recolors of earlier foes.

Story - In the beginning, the story begins as you'd expect from the era this game is emulating. The protagonist lives in a village with her family, is attacked by an Evil Empire who wants their magic powers, and swears vengeance when her family dies. But as the story progresses, plot is revealed both through character interaction as well as collectible journals and memories peppered throughout the various areas. You come to find that the story of the Lachiem Empire (and the universe itself) is a bit more complication than it seemed initially.

Controls/Movement - The movement is tight and precise, the character nearly always does exactly what you want. In certain situations, I found the knockback to be incredibly annoying though.

Bosses: Bosses are fun to fight, and have a clear pattern to learn. Every boss can be cleared without taking damage, and doing so will unlock a symbol next to the boss in the bestiary.

Lamps - There is a huge variety of lamps to destroy, thus helping to fulfill the protagonist's vow to Kill All Lamps. Additionally, the drops are smart. If you're low on sand, you'll get sand, otherwise you'll get money. Thus, you don't have to worry about getting a ton of sand when you're full and need money, or getting money when you desperately need sand. Side note, lamps ALWAYS drop something, and thus are more reliable for grinding money than enemies. So get smashing!

Merchant Crow - Merchant Crow is the best.


●The Bad:

Puzzles - The Time Freeze mechanic is interesting, but I think more could have been done with it. Most puzzles boil down to "wait until enemy is in the right place, freeze time, jump on enemy, jump to higher platform." By the end of the game, this becomes "do the prior several times in a row, while hoping you don't get knocked down all the way to the bottom by the enemy as it rises high enough, and/or run out of sand from trying." I would have liked something more complicated as the game progressed (while also not being controllersmashingly annoying), and a bit more variety or additional time powers where you could freeze only one enemy and not others, or speed up, slow down, rewind.

Drop Rates - Certain quests require you to get drops from monsters and bring them back to an NPC. Most of these are fairly easy, but some are annoyingly rare. One case in particular stands out, as it took me maybe an hour of killing mushrooms to get the drops I needed.

Inventory - You can only carry Nine of anything. But you keep picking stuff up even if you're full, they seemingly just disappear. It would be nice to be able to hold onto extra stuff to sell later.

Combat/Orb Variety - This is the biggest problem in the game, for me. There is so much potential here, but it just seems to have been handled clumsily. The orb system is cool, and you end up with a lot of orbs. That said, you're going to find a couple you like, and stick with those. It's just easier than constantly swapping out to keep up with enemy weaknesses and leveling new orbs. The game gives you some methods to deal with the variety, including being able to equip two different orbs at a time, as well as a "Jewelry Box" which lets you swap between three preset loadouts (including orbs, necklace, and ring). The jewelry box is a good idea, but I think a selection wheel that pops up when you press a button (probably the analog sticks, one for each orb) would have worked great for the orbs.
In addition, there's very little reason to wield two different orbs at once, other than to level them both (at half the rate). I think it would have been cool if there were synergies, where wielding two different orbs had the effects merge somehow. A sword that crackles with lightning, or little ice tornadoes.
Most of the early orbs do the same thing. Combat tends to be "Stand this far away, and pummel your enemy until they die. Move if they move." A few orbs give you an increased arc of attack (and look super cool), but most are just a basic attack that reaches a bit away from you, leading you to swing until dead. Later orbs give you some fun variety, including ranged, autotarget, and multihit attacks, but it's a while before you get them.
That said, there are also various necklaces that allow you to use a ranged superattack, each based on a different orb. Unfortunately, you can't combo these with orb attacks, because swinging your orbs will cancel the charge. At first, you can't use these very often because they consume Aura. Aura slowly refills, but it takes a while. As you progress, you'll find Max Aura boosts, which let you use your super more often. I mostly either used the super as an instakill to get through an area faster, or toughed it out smacking the enemy with orbs and taking a few hits in the process. I think something where the spells are a secondary weapon rather than a super would be nice, and could be used in combination with your standard melee to create a flow to battle. "hit hit, release charge to blast the enemy with the secondary", combo attacks like that. Lower the power and up the use rate. That's clearly not what the dev was going for here though. In addition, using the Super gives you orb experience for the orb the necklace is based on, not the orbs you have equipped, leading into my next point. As a side note though, holding the charge on a super draws money towards you, which is a nice touch.
Finally, levelling orbs is annoying. Endgame orbs are more powerful to compensate, but if you have a favorite orb, you're going to need to grind. Since you can wield two orbs at once, each orb gets a point. Unfortunately, it's based solely on kills. A lategame enemy is worth the same as the very first enemy you fight. There is a way to level orbs at the Alchemist NPC, but the item used to do so is rare, and gives 5 levels regardless of current level. So it's better to use these items for higher level boosts, when you don't want to kill 100 enemies to level the orb again.

●The Verdict

Timespinner is a fun game, especially since it's apparently the creator's first major game, based on a university project. It does have its flaws, but I certainly had fun playing it. I'm looking forward to more from Lunar Ray Games.
Posted September 25, 2018.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
85.5 hrs on record (47.2 hrs at review time)
It's like Grand Theft Auto, but not. And really, isn't that what we all deserve?
Posted November 26, 2017.
Was this review helpful? Yes No Funny Award
59 people found this review helpful
2 people found this review funny
1.9 hrs on record (1.8 hrs at review time)
Early Access Review
Opening caveat: I am a kickstarter backer of the game, and received this copy as a result of that

A lot of reviews comment on the fact that you're not getting a lot for your money. There's hardly any content, and it's incredibly buggy. These reviews were posted within the first day or two of release, and do not reflect the current stage of the game right now. This is, after all, an early access game. Oni-punks have been releasing near-daily updates, adding content and tweaking bugs since release. Is this a finished product? Not hardly. But what it IS is a taste of what the final game will entail.

You have a grid, you move on the grid, you attack your enemies. Conserve your ammo, choose your targets, and time your attacks properly to avoid reprisal. There are three characters, each with unique weapons and abilities. Each has a set of stages through which they must pass, along with optional side missions. Since that first release, bugs have been fixed, the stages have been improved and organized better, and the game in general just feels better as well. As I said, it's still more of a demo than anything, but it's growing steadily.

In time, you will have helper characters, along with a wider variety of heroes and weapons from which to choose. Sure, it's been a long time coming, but it's heartening to see these basic building blocks, to know that the game DOES exist. As long as the flow of updates continues to be as rapid as it has been, I, for one, will continue to recommend this game.
Posted September 4, 2015.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1,770.7 hrs on record (37.1 hrs at review time)
(Product Received For Free because it's... a free game lol)

Well, having played... a lot more of this game, here's a more detailed review. RotMG CAN be good and fun, but only once you get into the midgame. The earlygame is awful, and the endgame is full of grind and tears (but of course by then you're likely hooked and it's too late). If you want to get started, look up a few guides beforehand, or ask players for advice in-game, because the game itself sure isn't going to tell you. The tutorial and earlygame needs a major overhaul.

Early Game
When first playing, you'll spend time exploring the world, and not really knowing what's what. You won't know what's too dangerous for you (the closer to the middle of the map, the more dangerous things get), and likely die a lot. Health regen at low levels is incredibly slow, so you'll constantly leave the gameplay loop to go back to the Nexus and heal up. Not ideal for "keeping the flow". The game needs a better new player tutorial, and EVERY player should start with a basic Heal pet. They need to make a pet tutorial that teaches how to feed, and give every player a Common pet that only has Heal. Once you hit lv 20, the grind begins for stat potions, which takes ages when you don't know what you're doing. Along the way you'll slowly acquire better gear, and more slots and bank space from dailies. And die a lot, obviously.

The Midgame
Midgame is actually quite fun! Once you have a decent stock of gear, a decent pet, and a character that has at least 4 stats maxed, you can start getting into the more fun and interesting dungeons. Strategy opens up, gear options open up, and you'll 8/8 your first character. There are cool bosses, interesting levels, learn to coordinate with other players, it's fun! It just takes time to build up to this point, where you know the game well enough to not get suckerpunched, and have a decent collection of weapons and armor so if you do die you don't start over from square one.

The Lategame
run the same 8 endgame dungeons 10,800 times. No, seriously. 8 dungeons, 75 times each, on 18 character classes. Not counting failed runs, of course.
Posted July 14, 2012. Last edited January 3, 2023.
Was this review helpful? Yes No Funny Award
< 1  2 >
Showing 1-10 of 12 entries