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Recent reviews by Lexcalibur

Showing 1-6 of 6 entries
No one has rated this review as helpful yet
3.5 hrs on record
I mean, it's a cool idea, and I dig the plinko aspect... but I literally prestiged *once*, then beat the entire game in under 3 hours? Feels like a demo more than a game.
Posted July 1.
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No one has rated this review as helpful yet
1.7 hrs on record
This is barely a game IMO. I kept thinking I was in phase 1 of the game and soon something else would happen... nope... the game is literally "pick A or pick B", sometimes the outcome makes sense, sometimes it doesn't. It basically just becomes a memory match game of trial and error with no stakes, repercussions, or sense of accomplishment with RNG splashed in along the way.

Had this simply been one aspect of a larger game it could work, but on it's own I find it very tedious and boring.
Posted June 19.
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1 person found this review helpful
4.3 hrs on record (3.5 hrs at review time)
It's a free game and it's fun so I can't give it a thumbs down, but it's too easy. I haven't lost a single run yet and yet I'm restricted from ramping up the difficulty until I keep beating the easier levels multiple times. Seems unnecessarily restrictive to me.
Posted December 22, 2025.
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23 people found this review helpful
76.4 hrs on record
Early Access Review
Overall the game is very fun as others have stated - however - after having beat it on max difficulty with *most* pilots, my biggest complaint is that some bosses will completely ruin entire strategies, without you having a way to know it's coming.

For example, the boss that limits how many cards you can play in a turn completely invalidates any deck that wants to use card advantage, combinations, and scaling mechanics and instead forces you to use a setup with a ton more firepower but less synergy. The boss that destroys your defenses from front to back severely limits the synergy you can get from your units and also ruins any defensive deck that seeks a longer battle.

On their own, it wouldn't be the end of the world... *IF* the game let you know who you would be facing. However, because you have no way of knowing what you'll run in to, it feels like complete RNG as to whether or not my awesome setup is actually awesome or not. It's gotten to the point where I've given up my quest to beat the game w every pilot on max difficulty, simply because of all the time I've wasted on great runs that were killed by boss RNG.

I'd honestly advise removing those mechanics entirely and instead balancing the game in other ways. They completely invalidate what should be the most fun way to play... A synergistic, scaling, and combo filled deck / ship that let's you use all of the things you've accomplished and gathered throughout your journey to arrive at the end with a deadly and powerful setup.

It almost makes me want to not recommend the game, but that would be unfair to the devs who *have* overall put out a good product.
Posted August 18, 2024.
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2 people found this review helpful
2,537.5 hrs on record (2,416.2 hrs at review time)
Unfortunately, the greed of Valve and their focus on skins and loot boxes over creating a fun, fair game has ruined CS. I've played CS since the late 90's and have more fond memories with CS than ANY other game, but the current state of the game basically encourages cheating. It's gotten so bad, that I can no longer even enjoy playing.

Valve - Fix the cheating problem, or CS is going to die. If you're losing someone like me, you've really messed up.
Posted April 11, 2024.
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No one has rated this review as helpful yet
15.7 hrs on record
I was on the fence about this game - it isn't a BAD game - it's just highly unpolished and leaves a lot to be wanted. I picked it up for 3 or 4 bucks, and I will say it was worth that price. That being said, I just can't bring myself to giving this game a thumbs up.

PROs: Fun game concept - combines the strategy of a TD with some real-time elements, although one could argue the game would be better without this. The game is decently challenging, especially if you wanted to go through and 5 star evertyhing. A game type I haven't played before.

CONs: Where to begin. First off, enemies come from all angles... the reason this is, in my opinion poor game design, is that because each level has the same enemy spawns each time, it basically just requires that you play and fail a couple times until you figure out where you need to stockpile your defenses. The game also forces you to transport a ton of junk and severely limits what you can place and where. This gives the game a very 'cramped' feel- On some levels I've maxxed out my rig with resources to spare only halfway through the level, and it is very difficult to place everything. It almost feels like a puzzle game more than a tower defense at time. For me, half the fun of a TD is finding a way to build up a huge defensive front and face increasingly difficult enemies, and this game has none of that.

Perhaps the biggest failure, however, is the fact that the game requires an intense amount of micromanaging, but is incredibly difficult to see your ship clearly or perform multiple actions at once. This game NEEDS one of two things: 1) A way to pause the game and input decisions - so whent he game is unpaused, everything happens at once. See Faster Than Light for a perfect example. Or 2) If you want the game to be about real-time micro, you need to give me a way to hotkey my buildings and select more than one at a time. As it is, it is just a click fest on hard to see buildings where mistakes are easy and the controls are cumbersome, leaving a huge disconnect between your intentions for your defense and the way it plays out.

Overall, needs a lot of work. Has a good base concept, but lacks severely in terms of replayability and tires quickly.
Posted September 11, 2017. Last edited September 11, 2017.
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Showing 1-6 of 6 entries