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Recent reviews by I'm Going To Kill MyselfSoon

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Showing 1-10 of 68 entries
2 people found this review helpful
6.5 hrs on record (6.0 hrs at review time)
So, once again the devs have made something pretty darn special. A hard as nails, killer game.

Now, here's some differences I'm noticing from the original: There's a lot of food. Instead of barely scraping by on limited resources, it seems I just go from food pile to food pile and gorge myself.

The scarcity of food really added a layer of stress.

Secondly, the levels and progression seems arcadey: So I'm on level 3 or 4 right now, where the gatling guns are first introduced. So, like, basically it seems that all the lower level weapons I've acquired are now totally eclipsed by the gatling gun. As soon as I loot a gatling gun, which is within 3 minutes of starting the level or less, I no longer need any other gun. That's just a little bit annoying.

Instead of having every enemy have a gatling, I'd rather see variety and tactics utilized. The gatling gunner can hold down a room while a shotgunner and smg recon unit move forward to advance, then the gatling brings up the rear. Something like that.

Also, it'd be nice if the A.I. had minor objectives or patrols are we less static.

: )

We could also use a sort of cyber infrastructure system set up. Let's say you hack a terminal through either using a resource such as a multitool or through a class based skill-set or both, this terminal could then do a variety of things such as open a secret passageway which then gives you a flank to use for tougher rooms, or perhaps activates automated security, reveals a hidden cache of items that were sealed inside of a wall, etc, etc.

I often think of Aeon Flux the original animated series for my inspiration for this sort of thing. Any random bit of tech-wall could house a hidden computer terminal or passage way.

Having secrets would definitely be fun.

Balancing the inventory system is also something to think about. I think having a MGS 5 type GMP economy based on a variety of factors such as salvaged materials, missions completed, enemies killed, etc, is necessary. I say this because I found a blueprint of flame nades early, and can now load up my character's inventories with 100 nades and blow everything up which severely lowers difficulty. If the missions stretched out, and there was an actual chance of running out of nades, this could be an issue, but it's not. Having a resource economy which dictates the amount of nades I can equip at mission start would help to increase difficulty.

So, here's what I see now: It's an OKAY game. Worth 10-20 dollars. It's a dungeon crawl hack 'em up rogue-lite with some replayability because of item unlocks, skill progression, character unlocks, etcetera.

Now here's the question: Can it be worth 30-40 dollars? Yes, yes it can. And that comes through refining, expanding and innovating.

I look at this game as a framework, a groundwork. Something to be built upon.

It has a LOT of potential. Now as for if that potential is ever reached, and this game becomes a masterpiece, that remains to be seem.

As it feels now, it's good, but it lacks something....

I want a game as tough as nails. Why aren't there enemies patrolling and popping up behind me? If enemies patrolled, do you know what you do to stop them? Set down mines. Build fortifications at key choke points to prevent enemies from getting behind you. Setting up sentries at these defenses.

What about A.I. companions that operate out of FOBs on the ground that you build, that utilize their own patrols or defensive strategies that you can command around?

The enemy PMCs should be building their own forts, the Quasimorph enemies should be building spawning pods. Hell, why aren't the PMCs and Quasimorphs fighting each other? The Quasimorphs could capture PMCs and use them as resources to produce more monsters.

So much potential. So much potential. So much potential.

I cannot impress enough how much potential this game has.
Posted July 15, 2023.
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A developer has responded on Oct 2, 2023 @ 10:11am (view response)
No one has rated this review as helpful yet
0.7 hrs on record
An absurdist fever dream. 10/10.

A critique of civilized society, and a damned good one, as well.
Posted March 28, 2023.
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No one has rated this review as helpful yet
15.4 hrs on record (8.3 hrs at review time)
Early Access Review
Fun. More needs to be added. This could become a truly powerful gem, in time.
Posted August 20, 2022.
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No one has rated this review as helpful yet
32.4 hrs on record (31.0 hrs at review time)
Very good, could of been better. A bit more love would of done this game the world.
Posted August 16, 2022.
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2 people found this review helpful
8.8 hrs on record (1.0 hrs at review time)
mAKE mORE gAME
Posted August 1, 2022.
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2 people found this review helpful
65.4 hrs on record (13.7 hrs at review time)
A decent little game but lacking in ATMOSPHERE. There are no smoky little secret alleyways, as far as I can tell. No curioshops one might find in a large city, unusual and rare little vendors. There are no talking dogs with amazing questlines. There are no strange little men selling rare masks. No towns holding banquets or festivals. No spice traders from exotic lands peddling unheard of ingredients. No mysterious religious leaders.

Etcetera. What this game needs more of is a variety of rare events.
Posted July 11, 2022. Last edited July 12, 2022.
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No one has rated this review as helpful yet
41.4 hrs on record (39.4 hrs at review time)
Early Access Review
very cool, I enjoy it alot.
Posted June 28, 2022.
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No one has rated this review as helpful yet
28.9 hrs on record (18.7 hrs at review time)
A masterpiece.
Posted May 20, 2022.
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No one has rated this review as helpful yet
18.9 hrs on record (2.5 hrs at review time)
So what we have here is: Good music, aesthetic and premise. It's effortlessly easy to play this game. Even though you've never played a game like it it's almost like you've been doing it your whole life.

This is really something special and I wildly advise you to pick this up. Getting stoned and drunk on the internet has never been so much fun.

10/10, we need more of this. Imagine if THIS had multiplayer components. Literally just recreate the internet on the internet.

♥♥♥♥♥♥♥ incredible. And players would be policing other players, etc. Fascinating gameplay potential. A little spy vs spy internet trolling. I'm really telling you, if this game was expanded big time it'd be pretty mindblowing.
Posted April 1, 2022.
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1 person found this review helpful
16.4 hrs on record (1.5 hrs at review time)
Great game. Lots of fun. Obviously drawing a lot of influence from Space Station 13, which I can appreciate.

I honestly cannot wait to see what else is in store for the development of this game. This has the makings of a hard as nails masterpiece.

The shotgun is a little bit puny, though... Like, I can burst down enemies with one click with an SMG, but with a shotgun it seems to ALWAYS take atleast 2 at close range. Kinda annoying, maybe.

Please keep expanding and working on this game. There's great potential here, you simply need to expand and refine. I'd love to see unlockable characters such as a cyborg ninja or System Shock-esque hacker who upgrades his abilities. A JC Denton augmented warrior, etc.

That's a lot of room for improvement, but at this moment in time the game is absolutely up to scratch as an indie title. But I definitely think that with a little time and effort it could be well reknowned.

I'd like things such as a squad system: Retaking and fortifying areas of the ship, putting your men there to defend the location, the ability to move your troops around, etc. It would also be nice for the enemies to roam around and patrol. It's a little too static, right now.

The enemies themselves could even work on their own diabolical infrastructure.
Posted March 12, 2022.
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Showing 1-10 of 68 entries