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Recent reviews by BogDan Suah Anushka

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Showing 1-10 of 29 entries
No one has rated this review as helpful yet
21.7 hrs on record (2.1 hrs at review time)
KINO
Posted May 4.
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6 people found this review helpful
2 people found this review funny
2
1.3 hrs on record
TL:DR This is a unfun Mobile game quickly ported to PC/consoles. Its full of bugs, jank, and boring obtuse mechanics with a really bad way of progressing through the content.

full of MOBILE UI, boring controls that feel bad to use, Asset store mobile game art and textures, bugs that feel like it was rushed and really bad. Boring SLOW level design (your only real gameplay input moves is movement itself and that movement itself is janky). I encountered a couple bugs and design flaws that made playing with a controller feel awful.

There is DLC for cosmetics like it was free to play on mobile instead of making those cosmetics unlockable through game progression.

Progression feels awful by forcing you to do the side missions when you just want to play through the levels and not do the unfun side missions (The collection of balls and low amount of movement spaces taken being the side missions), and the camera feels awful because it wasn't designed for mouse movement (or keyboard) or right stick gamepads it was made for a touch screen, the UI looks bad and feels bad because again it was made for a IPAD or phone, the dev didn't even care to retool the game for a PC/console release.

The music and audio is stock slop that I KNOW iv heard in the background of a youtube blog video that you can just mute the game it has no soul.

If I had to say anything positive its the composition of the asset art that are there when you look at the game statically looks appealing. The level designs if you look at them on the outset and not play them look appealing. The 6ish zones of content seem attractive to play through but after finishing the first 2 and realizing I'm locked from the last 4 because of being forced to do the most unfun gameplay of counting my movement across the tiles side mission I'd rather drop the game now.


Not gonna refund however because despite whatever pressure I'm sure the publisher might have given this dev, they have a chance to make a better game with their upcoming 3D platformer that moves away from this slower janky mobile stuff and looks more fun.

Its not a good game and I can't recommend it without more work to finish these issues but the dev seems to already moved onto the new 3D platformer game so this is just mobile slop that probably wont ever be updated.

Edit: I had to edit my review since the dev's discord mass reported me, banned me and blocked me on everything after sending me this unprofessional passive-aggressiveness: https://ibb.co/3F6K9gG (So I cleaned it up to be more readable and even translated it to spanish for the dev since thats his language.)
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Este es un juego para móviles poco entretenido que se ha portado rápidamente a PC/consolas. Está lleno de bugs, es torpe, tiene mecánicas aburridas y poco claras, y un sistema de progreso terrible.

Tiene una interfaz de usuario propia de móviles, controles aburridos que se sienten mal, arte y texturas del almacén de activos de un juego para móviles, bugs que parecen resultado de un desarrollo apresurado. El diseño de niveles es lento y aburrido (tu única participación en la jugabilidad es el movimiento, y ese movimiento es torpe). Encontré varios errores y fallas en el diseño que hacen que jugar con un mando sea terrible.

Hay DLC para cosméticos, como si fuese un juego gratuito para móviles, en lugar de permitir desbloquear esos cosméticos progresando en el juego.

La progresión se siente fatal porque te obliga a hacer misiones secundarias cuando solo quieres pasar los niveles sin hacer esas misiones tan aburridas (coleccionar esferas y el reducido número de espacios de movimiento son las misiones secundarias). La cámara se siente mal porque no fue diseñada para mouse (ni teclado) o el joystick derecho de los mandos; fue hecha para una pantalla táctil. La interfaz se ve y se siente fatal porque, de nuevo, fue diseñada para un iPad o teléfono. El desarrollador ni siquiera se molestó en adaptar el juego para PC o consolas.

La música y el audio son un relleno que sé que he escuchado como fondo en un vlog de YouTube. Puedes silenciar el juego porque no tiene alma.

Si tuviera que decir algo positivo, es la composición de los activos artísticos, que al verlos estáticamente se ven bien. Los diseños de niveles, desde una perspectiva externa y sin jugarlos, se ven atractivos. Las seis zonas de contenido parecen interesantes, pero tras completar las dos primeras y ver que no puedo acceder a las últimas cuatro porque me obligan a hacer la parte más tediosa del juego (contar el movimiento a través de los mosaicos en una misión secundaria), prefiero dejarlo.

No voy a pedir un reembolso porque, a pesar de la presión que pudo haber puesto el editor sobre el desarrollador, tienen la oportunidad de hacer un mejor juego con su próximo plataformas 3D que se aleja de este contenido móvil más lento y torpe, y parece más divertido.

No es un buen juego y no puedo recomendarlo sin que solucionen estos problemas, pero parece que el desarrollador ya se mudó a un nuevo plataformas 3D, así que este es solo un juego para móviles que probablemente no se actualice nunca más.

Edit: Tuve que editar mi reseña porque el Discord del desarrollador me reportó en masa, me prohibieron el acceso y me bloquearon de todo tras enviarme este comportamiento pasivo-agresivo poco profesional: https://ibb.co/3F6K9gG (Así que la organicé para que fuese más legible e incluso la traduje al español para el desarrollador).



Posted April 26. Last edited May 4.
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A developer has responded on May 15 @ 12:15am (view response)
5 people found this review helpful
0.6 hrs on record (0.4 hrs at review time)
The physics and controls feel really bad. Its like the game was rushed to be a captain toad or cute Nintendo game clone made in 6 months without any care to releasing something polished and finished. Cute graphics but the godot engine and performance even on a 1060gtx feels awful! barely gets to 60 FPS and some levels are 10 FPS
Posted December 5, 2023.
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1 person found this review helpful
8.7 hrs on record (8.7 hrs at review time)
This game really moved me.

I'm a survival horror game addict I love finding new and interesting survival horror games; this game surprised me with its child TV show muppets theme with no gore or blood, no demonic curses or dead ghosts of kids none of that overplayed sort of thing AND had amazing solid survival horror game FPS mechanics and fantastic map/level design. The level near the end and some parts of the game still creeped me out and scared me enough with the themes despite this game being for all ages. This is a amazing game, well designed gameplay, art, and story 9/10 imo.

I was enjoying how good the survival horror mechanics are despite the cute themes only to find mid-way through the game how GOOD the story is.

The main character Gordon was really well done. The other characters are charming but Gordon and his ability to cast aside his past to move forward to help the other characters thus helping his own inner darker feelings really moved me. Ricky is amazing as well The youtuber "Arlo" casted as Ricky was really well done and impressed me with how perfect he is at puppet characters. Ricky's writing was fantastic as well the lines he gives near the end of the game about how the city has turned rotten and the people need light was great when the broadcast gets shut off by Gordon. Ricky poking at Gordon for being a G.I and having killed innocent or defenseless people (you can tell the war represents Vietnam) was REALLY interesting. I felt bad for Gordon for probably getting drafted into that war and regretting it and the darkness that comes with realizing your government forced you to be a monster and how you'd question your own actions or the friends/squad-mates you lost for years all that mental hell. Gordon's new yorker older guy angry at the world while being a wage-slave negative mentality makes so much sense after that war backstory/context and made his kindness he gives to the puppets feel powerful.

The words of the old CEO left behind on notes near the end of the game on how dark reality is and how "My Friendly Neighborhood" as a shows purpose was originally; really moved me. Its sad to think nobody wanted the cancellation and abandonment of the facilities/puppets but it had to happen due to the market/money constraints. Its sad the puppets need human connection themselves but couldn't get it anymore after the show failed and makes a TON of sense as to why they go so mad.

The final area "Not friendly Neighborhood" where things actually get quite scary but its revealed the puppets down there decided to watch modern TV and see what their show is missing but it turned them awful and crazy was SO WELL DONE. Its actually scary to think the puppets are innocent and human entertainment could be so vile and evil that it imprints on them to turn bad themselves. Its a very interesting concept that makes you think like lots of parts of this story.

Some nick-picks I might have is more actual boss fights than the wall of eyes or whatever that was; and the final boss in the not friendly neighborhood. The map/level design could have used way more enemies but keep in mind my playthrough was on survival horror mode which isn't even the hardest mode in the game. I hope for a sequel, maybe a VR mode for this game? If a sequel was ever done I'd suggest a longer play time/open world immersive sim gameplay more rather than how linear this game was.

My play-through was 8 hours (I tried to do and experience everything hence how I got the perfect ending without even realizing it was that) but I hear complaints from other gamers tend to be that the short length. There is a lot of inspiration from RE4 in here and I'd like RE4's competent combat/enemy placements level design style here in this game too. I feel like you guys pulled a LOT of punches on the puppet enemy placements/level designs and didn't have to making the game easier than it should have been. (you could have pulled punches on the easier difficulty modes instead) I was expecting a final area with way more enemy swarms/waves attacking you with all your prepared and saved gear but it never happens. *I horded and saved a ton of ammo/nads/weapons but never got that huge battle* The final area is easy and you can avoid killing any puppets just eat candy and run the whole time.

On my first play-through I got the good/perfect ending. THAT ending was the best conclusion and really has left me feeling like il never forget this game, il never forget the stuff Gordon said throughout this game to cheer the puppet bosses up; it was all really charming and soulful. Gordon's words in the end about feeling home really made me think and tear up; made me think about my own life and how dark things iv gone through lately bother me and its always great in fiction to see similar male characters fix their lives giving hope to themselves and the viewer. This is the first indie survival horror game iv played in so long where its hard to uninstall it when I beat it and I'm actually consider doing another play through on harder modes for fun.

The purpose of MFN to be light in dark times for people... Its funny I hope the devs know or find out that this game is literally doing the exact same thing by being so soulful and charming in kinda dark times for both reality and the game industry.

Posted July 29, 2023. Last edited July 29, 2023.
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No one has rated this review as helpful yet
10.6 hrs on record
Amnesia the Bunker was amazing; I took my time exploring every room and finding everything and my playtime file says 7 hours, I loved the experience! Didn't like previous entries because peakaboo horror games bore me but being able to fight back even a little; and more survival horror/sim element's was amazing.
Posted June 28, 2023.
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No one has rated this review as helpful yet
4.8 hrs on record
Its pizza time.

This game is short 4-5 hours but good fun. I'd say the dev succeeded in making a game as good as what its inspired by (wario land 4). The final boss of this game was amazing and the music in all levels was great. My biggest complaint is the moveset and level design can get a little janky and by the time you start to get good at it on your first playthrough you'll be at the end of the game.

Theres a lot of incentive to replay levels for better grades from the dev it seems but imo iv already played your content and was satisfied even if I got crappy grades in most levels.

charming fun soild 8/10 play this AND wario land 4 they are both worth it.
Posted May 11, 2023.
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No one has rated this review as helpful yet
23.0 hrs on record
One of the best games I have ever played. I can't believe I didn't play this sooner in life (27 as of writing this) and I never played through the entire game until now and I loved every second of it. Full of kino it was literally 15 hours of amazing gameplay and game design. Going in my top 10 games of all time.
Posted May 11, 2023.
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1 person found this review funny
15.7 hrs on record (14.0 hrs at review time)
Great game; good local co-op, fun adventure in general what you'd expect from survival horror games.

I had to lower my rating to 8/10 or even 7/10 because multiple endings is really dumb for this game. The way you get the good ending is pretty dumb; and I got the bad ending which soured my play-through a bit and just decided to watch the good ending on youtube. Resident evil is better with only one good ending. The game reuses content a bit too much and the special episodes have questionable gameplay and design even though they do provide a little more lore to the story. I hated how revelations 1 ended with a lot of plot cliff hangers and I thought this game would tie into that story but it never does and the ending of this game just leaves even more plot cliff hangers while never relating back to the first game at all. It was nice to see Barry an old RE gag character get his own game in this one practically.


Worth a buy more so if you have someone to experience the journey with or go solo you'll have a good time.
Posted September 12, 2022.
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14 people found this review helpful
3.1 hrs on record
In short (TLDR)
I can't recommend this VR game even though I was a huge fan of the Japanese Dev team behind this game and their first VR game "Swords Of Gaurgantua". The first game was way better than this one in almost every aspect aside from this game being more marketable to VR newcomers with mechanics like climbing and gliding. It breaks my heart because the first game was one of my favorite VR games of all time. I personally felt like the swordplay and mechanics in "Swords Of Gaurgantua" felt amazing like dark souls perfectly translated to VR. This game fails and feels like its half of what "Swords Of Gaurgantua" was in terms of game feel. Everything is awful by comparison. This game COULD be updated with free updated by the devs to make this game even better than "Swords Of Gaurgantua" in the long run but with their recent terrible busniess moves like shutting down the first games servers makes me think they wont. They more than likely will shutdown this game for a future game too.

What makes things worse is that newcomers to this teams games can't even play the first game to compare the two since the first game relied on DRM servers and the devs shutdown the servers shortly before this game released; with no refunds to anyone who purchased that $29.99 game.
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Now here is a long detailed review mostly for the developers of the game:
The only reason this game "Ailtier Breaker" is mostly positive is because "Swords Of Guargantua" came out early in VR's lifespan. There was way less VR gamers back then, and most people (at least here in the west) ♥♥♥♥♥♥♥ on that game for being a "wave based" enemy killing VR game mixed with rogue-like's by having 100 floors and 2 bosses you have to defeat to win. I myself HATED VR wave based games. Iv always loved VR and wanted more games to have full adventures to experience and not just be wave based enemy killing minigames ether

But "Swords Of Gaurgantua" was special regardless of its ♥♥♥♥♥♥ rogue-like wave base foundation; it perfectly translated "Dark Souls"-like combat but in VR with your real life body. Sword play felt AMAZING it was the perfect line of realistic sword play and what made sense for a VR game aping dark souls-like swordplay. Fencing with rapiers or using greatswords, a normal sword and shield it all felt perfect and made me dream of the developers updating that game with a real journey to go on like dark souls and not just single wave based rooms to be in/roguelike ♥♥♥♥.

Eventually because "Swords Of Gaurgantua" also had 4 player co-op I played through the game with my family and we LOVED the mission of completing that game. We all had a blast with the swordplay fighting together as a team all the way through 100 floors to that games final boss. The updates of rare weapons that were only available for a short amount of time but you kept those weapons forever were really cool we enjoyed collecting amazing looking weapons even after we beat the game. That whole experience made "Swords Of Gaurgantua" always be in my top 5 VR games. I became a huge fan of this dev team.

The developers promised more DLC to keep us playing; new bosses, more enemies, more modes (I was hoping for a real at least linear adventure and not a wave clearly rogue-like) they even promised PVP and a new dungeon to wave clear in; but eventually as time went on the developers cancelled ALL of these DLC plans for "Swords Of Gaurgantua" and started work on a new game instead. This new game is "Alitier Breaker" you're here for.

Shutting down the servers without a real good explaination as to why; when "Swords Of Gaurgantua" was $29.99 was a huge kick the balls. I guess the excuse is they programmed "Swords Of Gaurgantua" (even if you play in single player) to use DRM/servers and they have to shut them down to better support servers for the new game. A lot of people were upset and even though "Swords Of Gaurgantua" was never a real popular hit game; it had its cult fanbase. There was always at least 30 people playing co-op at any time, discords; there was like a club for the English and Japanese fans for the game. We were all upset even though many of us though this new game "Alieter Breaker" could just be a better "Swords Of Gaurgantua" and replace it.

I waited for it to finally releasing excited for the summer release date; hyped up with my family that I played "Swords Of Gaurgantua" through with. On launch day we hurried to buy it and play it and while enjoying it for what it is and whats there; we all agree we can't recommend it to people based on what "Aliter Breaker" currently is. It pales in comparison to "Swords Of Gaurgantua". While this could be fixed with updates, I think iv lost faith in this dev team of pulling it off. It weirds me out that they could even make all these mistakes somehow in the first place and loses my faith in them to ever fix it.

"Aliteir Breaker" seems to be selling better than "Swords Of Gaurgantua" ever did because MANY more people have VR headsets compared to when "Swords Of Gaurgantua" released. Combine that with this game being on QUEST and selling well on launch with oculus and steam numbers probably being enough to be profitable; I think they just marketed this game better with its promise of being an anime sword fighting VR game WITH a healthier bigger VR population this time around compared to VR's earlier lifespan when "Swords Of Gaurgantua" came out.
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Here a detailed breakdown of what this game gets worse than the first game;
1) The first game opens on a great lore opening cutscene story that gives ENOUGH lore on who you are and why you're doing what you're doing. It reminds me of the opening to darksouls. This game has NO opening story/lore cutscene and just takes you to a "Social Lobby".

2) The first game had a REAL main menu to select what you will be playing/start a private lobby to invite your friends or join a "Social Lobby". Multiplayer in the first game (and this one) is limited to 4 player co-op but the "Social Lobby" allowed 12 players to hangout and talk; maybe add each-other and join each-others games. It was cool and connected the tight and small playerbase from time to time. BUT THIS GAME HAS NO MAIN MENU. Instead of having a real main menu like the first game; you're FORCED to instantly be in a "Social Lobby" room with strangers on the mic and no choice to avoid it. The community was better in the first game; it was smaller and tighter and it had people who were passionate about it be there; now that THIS game is more popular on launch by comparison and my instance of the "Social Lobby" the very FIRST time I was in it, had screaming mentally evil US children yelling N words and screaming at my family/dad when we just wanted to be in a private lobby together. We didn't want to be FORCED to be spawned into a "Social Lobby" with strangers for a 4 PLAYER CO-OP GAME THIS ISNT A MMO. I really want to stress that "Swords Of Gaurgantua"'s main menu/ and OPTIONAL social lobby was way better than this games.

3) The sword play in the first game was literally if you PERFECTLY took dark souls and translated that to VR with a lot of realistic swordplay mixed in a bit but enough "video game" physics related changes to swordplay. It was the best swordplay on the market IMO. Other games try to be so realistic with their sword fighting they were as fun; or they make the other side of that mistake by being TOO fun and not being realistic enough. "Swords Of Gaurgantua" was the PERFECT swordfighting blend of these systems and it depresses me that even the devs themselves couldn't realize this.

"Alitier Breaker" removes a lot of the deeper darksouls feel to the combat and systems; and instead goes for a "Holy Fantasy Anime Sci-fi JRPG" feel.
Posted August 29, 2022.
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11.6 hrs on record
This is for a port of a Nintendo 3DS game so take what I say with a grain of salt. Its amazing that Capcom even pulled this game off on a handheld from 2010ish

Shocked me how good the story was too, the characters are very likeable and the game fleshes out a lot of the questions I had about the BSAA after playing RE5. This was back when Chris and Jill were really cool; coming off of playing the RE3 remake Jill is much more pretty and like-able in personality here by comparison.

There is a lot of asset reuse and the games story using excuses to reuse and replay those art assets but when you remember that this is a port of a Nintendo 3DS game you start to let go of those gripes and expectations.

My biggest gripe is this game follows the spirit of RE5 where characters in whatever situation they are in have a partner which was an excuse to have online/local co-op multiplayer in resident evil games; yet in this game there is no real co-op. (I will not count survival raid mode thats just lazy).

8/10 and could have been a 10/10 if the main game was similar to RE5 in that it allowed for two player online or local co-op. The AI sucks as your partner in this game. Pretty much useless and only there for the stories sake. That said the game is worth a playthrough for its great gameplay and good story.

Posted August 3, 2022.
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Showing 1-10 of 29 entries