316
Producten
beoordeeld
578
Producten
op account

Recente recensies door neizod

< 1  2  3 ... 32 >
1-10 van 316 items weergegeven
1 persoon vond deze recensie nuttig
0.8 uur in totaal (0.7 uur op moment van beoordeling)
the camera is real sick, i.e., make me puke in just ten minutes. gotta give that the game make speedrun aspect real speed.

also can't rebind controller buttons, and using (X) to aim then (B) to shoot is totally f_ck up. --- yeah, i know, modern shooting game don't use buttons for trigger anymore, then why (RT) for aim, (RB) for shoot (and (LT) for jump)??????????????

adorable art style anyway, just hope that the gameplay department was living up to its art :(
Geplaatst 16 april. Laatst gewijzigd 17 april.
Was deze recensie nuttig? Ja Nee Grappig Prijs
1 persoon vond deze recensie nuttig
36.2 uur in totaal
At the dawn of the modern co-op game, the era where constantly communication is integrated to the heart of the genre, instead of just playing silently on one's own (where Overcooked peaked the day), we have this game: Lovers in a Dangerous Spacetime.

The game is fun. But not perfect. At the end of the day, one's tend to hog on their best role w/o switching to other stations, and we rarely communicate anymore. (Well, actually that's not bad, since when everyone know their role and complete their job w/o unnecessary communication is a sign of a healthy team.) However, in the context of gaming, maybe it should be designed to force players to talk constantly?

Thumb up for paving the path anyway.
Geplaatst 13 april.
Was deze recensie nuttig? Ja Nee Grappig Prijs
2 mensen vonden deze recensie nuttig
1 persoon vond deze recensie grappig
106.1 uur in totaal
do you like x-men (or equivalent sci-fi about "superhuman") series? have you ever fantasize them having sex, w/ their abilities in used during sex? well, if the answer are yes, then this vn is just for you lol

joke asides, despite this is yet another erotic-game, the story is quite good and can be a standalone game (w/o the porn aspect) in itself. too bad that only 2 routes (ayase and mayu) delve deep into the mystery of these supernatural power (the other feel like fillers). also by playing either route quite spoil one another... wish to see more creative story-telling with routes that don't spoil each other while focusing on the main concept!
Geplaatst 10 april.
Was deze recensie nuttig? Ja Nee Grappig Prijs
1 persoon vond deze recensie nuttig
1 persoon vond deze recensie grappig
10.5 uur in totaal
SPACESHIP
Geplaatst 8 april.
Was deze recensie nuttig? Ja Nee Grappig Prijs
1 persoon vond deze recensie nuttig
49.1 uur in totaal
nostalgia :)
Geplaatst 5 april.
Was deze recensie nuttig? Ja Nee Grappig Prijs
2 mensen vonden deze recensie nuttig
34.2 uur in totaal
i lost my save file due to an update once in the past. now the game updated again and i can't play it at all.

f_ck you dev :(
Geplaatst 30 maart. Laatst gewijzigd 30 maart.
Was deze recensie nuttig? Ja Nee Grappig Prijs
5 mensen vonden deze recensie nuttig
7.4 uur in totaal
This is a puzzle game with strong sense of revelations. That's alone easily gets this game a thumb up. However, there are too many flaws that sterilized these revelations. A missed opportunity indeed.

First that the game feature a 3-star system, which is so annoying! Especially on those super long levels (require 100+ steps, which is more than half of the levels!!!), it makes the puzzle aspect of the game unfun. Basically, no one want to replay the level again once they've solved it! This design also discourage exploring the level (walk around the map aimlessly, try to push this-to-that) to get comfort with the level. Yes, of course, you can rewind or even restart, but having to keep that in mind (instead of just giving players pure freedom) is really bothersome (and you don't wanna make players unfocused from the big-brain theme puzzle to take care with these miscellaneous aspect).

The 3-star system unfold in another way: If the player is only a few step short from the perfect score, then what did they do wrong? Did they just miswalk once? Or is it a deceived that you must re-think the whole level? Either way, figuring this out is unfun. The first one is tedious since the player need to redo the whole level and carefully inspect every step they've made. The latter, while sometime can be challenging, is actually pointless since the player is already figure out the idea for the level, why bother optimizing it? --- For comparison, once you solve Rubik's cube yourself by inventing rules for each layer, will you re-use your rules (or even look up for other's rules which might be shorter, versatile) to solve other combination? Or will you give up your simple layer-by-layer rules to inventing more complicated rules that intertwine with more layers at once, just to shorten the overall moves but required more memorization?

IF (with a big capital IF) you really wanna integrate the 3-star system into the game, then I think 20 steps is the maximum step a normal level should required (boss level could required more, but not much much more like 300+ steps!!!). Look at Hitman GO, for example on how long a level with step-counter should be. Otherwise look at Bunburrows that makes mind-blowing puzzle fun without the present of step-counter!

But the 3-star aspect is not the main point of the game, you may say. Then why there's achievements for it??? Plus that the existent of this 3-star system induced that there is the only way the puzzle-maker vision their solution. That's not a fun way trying to reversed-engineer to figure out what the dev really want me to solve the level.

There's are more this-and-that problems, like the 3-star system unfold in gachapon aspect for skin (why copy the infamous lootbox aspect?), or the puzzle does not "stop" player's avatar when other parts are moving, result in either: the avatar interfering the state of the puzzle and break the solution when they are faster than they should be, or some level required the player to interfering the state to make a shortcut.

But the most fatal part is the tutorial where it overload player with too many information at once. Seriously, do I need to know those information (especially the "dictionary") right away? This is just a kanban puzzle: you push boxes into their correct positions, then just walk to the exit point to complete a level! Veteran gamers already familiar with this. New comers can do trial-and-error to arrived at the same conclusion. Why teach?????

Teaching alone was just pure waste-of-time annoyance. The most unforgivable aspect of this teaching tutorial is that it spoil away revelations, that is the immortality and shell shredding mechanic! The game doesn't made me go "a-ha", like I've discovered something I'd have never thought before. It just made me go "uhh... okay" with half-relieved-half-disappoint that I FORESEEN that the game must only leads to this mechanic. (See Patrick's Parabox, or even his smaller game Linelith, on how to do the revelation.)

If you must include the tutorial, instead of using words to explain this-and-that right away, why not just cleverly design a first few level as a non-verbal tutorial:

1. Teach about a respawn pad: Go into a room to push a box on a switch, then lock the door tight and force you to commit a suicide (w/o shredding shell), so you're now spawned on the starter pad outside and can complete the level.
2. Teach about multiple respawn pads: Same as above, but in order to complete the level, the player need to activate another respawn pad first, then go into the switch room (and die). Also use this opportunity to teach about the rewind mechanic if the player failed to activate the correct pad before. (Now, on lvl 2, the multiple respawn pad is only used for time saving, not revelation.)
3. Teach about shredding shell: This is important! Make it a revelation! Right now on lvl 2, it's almost a give away solution by placing the "suicide pad" right there with nothing to do!!! --- Maybe a laser will do the trick, that is design the level so it seems completable w/o dying to the laser, but actually you cannot, then the only logical way for the player to do is to suicide, leaving a shell.

I know, some player will unable to "solve" these tutorial levels at all. But do you want the game to be favorable by puzzle lovers, or just wanna make it playable by everyone despite they're not into puzzle genre at all?

Not a bad puzzle game though. Just too far away from perfection. Try it if you like, but don't forget to lower your expectation by a lot.
Geplaatst 28 maart.
Was deze recensie nuttig? Ja Nee Grappig Prijs
1 persoon vond deze recensie nuttig
5.5 uur in totaal
nice narrative point-and-click adventure
Geplaatst 26 maart.
Was deze recensie nuttig? Ja Nee Grappig Prijs
Niemand heeft deze recensie tot nu toe als nuttig gemarkeerd
72.8 uur in totaal
cozy factory building game :)
Geplaatst 23 maart.
Was deze recensie nuttig? Ja Nee Grappig Prijs
3 mensen vonden deze recensie nuttig
0.4 uur in totaal
to be honest, this is a meme game (which extend the idea of tetris) that you'll play once in your life and never look back again. the "sand" mechanic was fascinating, for a first few minute. but that's all this game has offered. the gameplay depends too much on luck -- you've to wait for the right color blindingly, and that's felt like this game throw me back to 1984, with the original simplest tetris. (while the current implementation of tetris does explore the idea such as bag system, more piece preview, holding/swapping piece, piece not instantly settled when they touch the "ground"... all the thing that keep the game challenging but fair because it depends less on luck).

couldn't say it's a bad game anyway. just a disappointment.
Geplaatst 21 maart.
Was deze recensie nuttig? Ja Nee Grappig Prijs
< 1  2  3 ... 32 >
1-10 van 316 items weergegeven