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Seneste anmeldelser af SHURUEL

Viser 1-10 af 10 forekomster
1 person fandt denne anmeldelse brugbar
51.3 timer registreret i alt
1.0 release really tuned the game just fine, V Rising is graphically beautiful and it's gameplay progression sticks out of other games in the "open world base building" genre, without risking too much. The progression system reminds me of Valheim but with more content on each boss and less freedom to build, but without being forbidding.
I enjoy PvE, solo or with up to two friends, and I won't risk myself to the PvP modes.
Some tweaks on the grind for base building would be welcomed, as well as new maps one day.

Great game.

Skrevet: 6. juli 2024. Sidst redigeret: 28. november 2024.
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5.6 timer registreret i alt
The Room 3 feels a bit more "guided" than the two previous episodes, but the story it strengthens brings a nice touch to the franchise. Maybe the guidance could be explained by the "antagonist" motives, who knows.

Some puzzles could be solved by a blind cat stepping randomly on the mysterious boxes and some are a bit harder (event though I think overall the puzzles are the easiest of the saga up to the this episode)

I liked that it lasted longer than the first and second The Room, and the alternative endings are really welcome.
It got me invested in the lore, makes me want to know what will happen in The Room 4.


Had to check a walkthrough guide to understand two things that wear unclear to me though, the clock's hidden mechanism and the "lost" ending
Skrevet: 18. maj 2024.
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2.6 timer registreret i alt
The Room is the only video game that feels like a good escape-game
Similar to the first The Room, and still a bit short, but with some good gameplay mechanics over all
The hints sometimes threw me off the immersion, but they are useful nonetheless when you really think you've tried every possibility
Onto the third one now
Skrevet: 17. maj 2024.
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37.2 timer registreret i alt (35.6 timer, da anmeldelsen blev skrevet)
My favorite Roguelike, great metroidvania, offers a ton of cool weapons and tools to be creative with and hammer enemies before they hammer you
Motion Twin and Evil Empire are taking great care of their greatest success and it shows through the updates and balance patches
The learning curve is enjoyable, letting you discover the game and get some experience without forgetting to give you a beating from time to time (your fault, skill issue git gud)

Probably 30% RNG (getting good weapons and synergies) , 70% skill (learning game mechanics, quick decision making in combat, in your builds during your run and after some time which biomes you should go to for your current build/run)

Even the lore is interesting
DLCs are optional but add some good content (didn't expect the plot twists from the Rise of the Giant)

Overall one of the best roguelikes, great replay value, great content
Makes me feel good playing it. Thanks mister ded cel.

Controller almost mandatory to enjoy it tho, in my opinion.
Skrevet: 29. april 2024.
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3 personer fandt denne anmeldelse brugbar
42.1 timer registreret i alt
I wasn't sure about wanting to play this game, but I gave it a try after the last update, and I sank 3 weeks of my game time right after launching it for the first time.
It's a silly game about making your farm, upgrading your stuff, helping to develop your town and unlocking new places.
Relaxing isn't the best term to describe Stardew because it's kind of addicting and it pushes you to reach the next step or gameplay-loop, but there's no real pressure if you want to take it slow.
The art style is nice, and the progression curve is interesting as well, so I guess "hardcore gamers" and casual players can enjoy it the same after finding their way of playing.
I regret spoiling myself some small things through the wiki, but it's the game isn't always clear enough because it has a fair lot of content.

I hope I'll can get back into it one day or another and go further in my playthrough, it's an enthralling game and it offers a nice pause in your daily life.
I really recommend playing Stardew Valley if you feel any interest in what it advertises.
Skrevet: 21. april 2024.
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3 personer fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
32.5 timer registreret i alt
I wouldn't recommend this game to anyone, only because of its business model.

The game is exactly as advertised, but the progression and unlocking system aren't doing any good to the gaming industry.
Skrevet: 12. februar 2024.
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21.8 timer registreret i alt
I loved Shipbreaker.
The story's length is just right (about 20h), and it conveys a message some of us will relate to, although rather simple.
The gameplay is really nice, I saw it like a puzzle game, where you have to make the right choices to dismantle the ships without blowing anything or putting yourself in danger. The controls and the gamefeel are great.

The difficulty settings are adjustable and make it so you're never really frustrated.
There are "sandbox" gamemodes, but I don't feel like playing them, the storyline gives you enough gameplay. It's repetitive enough, but I think after some years you can dive back into it. So I'd say replayable, but not directly after the campaign.

Great game, and I'm sure the people who made it are great people too.
I hope that Blackbird Interactivedoesn't have do make anymore sad decisions (regarding their actuality)
Skrevet: 31. august 2023.
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85 personer fandt denne anmeldelse brugbar
2 personer fandt denne anmeldelse sjov
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86.5 timer registreret i alt (79.5 timer, da anmeldelsen blev skrevet)
I really enjoy playing Bannerlord, as I did playing Warband.
If you liked Warband, as of now think of it as a "Warband 2.0". Give it some time and hope, and with updates and mods we will get a real "Bannerlord". But you can get it now. It's good.
In short : many good ideas, cool gameplays mechanics, but a lot of grind, unfair bots (and if you want to win/not loose you have to play their way), lacks replayability if you're not into this genre, and many things are missing or to be improved. But it's good and I like it.

*Things I like :
- Being able to make your own kingdom and rolling over the kingdom of the ones that you owe 8k tribute/day
- The possibility to save, try out things and correct my mistakes (yes, I like that possibility, no Iron Man for me)
- Some mods are great and now Steam Workshop's integrated (I love "Diplomacy")
- The massive battles (although I don't use the mod to put even more troops as it's not stable for me, and sometimes the enemy gets backup way earlier and more often than I do)
- When you have good relation with people, they talk you like equals and I don't know, I like that
- The massive parties you can have (with many troops I mean)
- Sometimes sieges are really satisfying on both sides, but defenders are often way to advantaged (Defending a castle I won a 200v1k battle in auto-resolve, and attacking I lost a 300v50)
- The fact that you can outsmart your ennemies and win battles when you are outnumbered (up to a certain ratio).

*Things I dislike :
- Not many "options" for your kingdom. You have general policies, but not that deep of a way to customize your kingdom.
- Vassals are a pain to recruit. You can hardly recruit lords, even when you are way stronger than another realm. You have to search for the rare ones that will agree on fighting by your side (and why does your clan have 7+ parties with 100+ troops when you are working for the bots, and 2 clans with 49 recruits when you are working for me ???)
- Interpersonal relations are super basic (Likes you, dislikes you), and sometimes weird. I befriended Unqid the Aserai Sultan as my brother married his daughter. Way later, he declares war on my kingdom, and when I engage parleys, he tells me that *I betrayed him*. Me no likey.
- Some skills are too long to level up, and some are not interesting

*Things I have mixed feelings for :
- Garrison systems and the mod improved garrison. I'm not satisfied with either.
- No "female" apart from the nobility, companions and a pair of mercenaries (the sisterhood). There's a mod for that, but given that Calradia is ALWAYS at war, I think female troops could be a logical implement. The game is a bit "unfair" when the player plays a female character. Maybe there could even be patriarcal or matriarcal policies.
- Yes, my character's sisters and daughters can be married. No I don't want them to leave my clan and be used to join armies to fight against me. (and also : if my character or his brother marries your daugther, we could maybe have good relations ??)
- I like the idea of a campaign, but I feel like it's going against me. If I don't do that specific thing, everyone will ally and beat the **it out of me.
- Initially you will fight every battle. But progressively, you will tend to autoresolve almost 90% of them as they are either repetitive and too easy, or hard because the in-game battles don't allow you to take many troops, and the fights get almost 1:1 when the troop number difference is not huge. I have mixed feelings for that because in a way, I like "small" battles so I still do some, and auto-resolve are faster. But battles are a great mechanic in Bannerlord, so I'd like to play them more if the systems were better. And sometimes auto-resolves results in a better outcome for you, with less losses.
- Smithing. Too OP to make money if you fully focus on it. But if you don't, you will have to wait almost the endgame to make really cool looking (and OP) weapons (which is the real fun of it).

*Things I'd like to see improved or added :

- Deeper relation system (family, truely befriending nobles and companions)
- Better vassal dynamics
- Better or more important "global" economy (between villages and cities, and maybe between cities)
- Better war dynamics (eg. : raiding villages plays an important role in winning a war, bots always do it, but try doing it once and everyone will hate you forever) (eg. : I captured 17 of your nobles out of 25. Maybe you could admit I won instead of waiting a month for them to escape while hanging onto your castles)
- Better inventory management
- Better troop management
- Improved strategic choices. When you delegate command, troops can for example split cavalry to protect your flanks. You can't really do that. Also when you're part of an army, the commander can "order you" to act a certain way, or order a given strategic line (Like playing on defense or getting just close enough for your archers to shoot). The problem is : you can't really do everything by yourself, and if you delegate command, your "generals" will rarely do what you intended.
- There are no dogs or cats ??? I'm the ruler of an important clan. I want my dog with me.
- Why can't we make camp with our party ??? I really liked that feature.
- Send your companions and other parties on "custom" tasks. "Take my prisoners and sell/emprison them", "Go defend THAT castle at the border, don't wander around the safe zone of the kingdom", "Recruit more archers/cavalry/infantry", "Execute these automatically but not these" "Spy on them" "Sabotage this town's doors or garrison" "Try convincing this one to like me, or to hate his ruler"
- Workshops in cities need to be improved. Drastically. They have no significant use as of now, apart from telling yourself "oh cool I've got a brewery, a blacksmith and a tannery. They give me 60 denars each day. What a greatly invested early 15k/19k hardly gained denars"
- At one point, trading is loosing it's interesting part (as many things in this game it seems). You end up selling everything without thinking. And cities don't care. "What mylord ? You want to sell us for 99k of worn leather boots, curved arrows, decayed flax and rusty falchions ? No problem even if we are now ruined."
- Maybe playing games in taverns and lords' hall would be better if it had an impact on the relations ? It could create another gameplay loop, instead of playing them once and never going back because the IA is too strong for my small brain, and I get no reward for winning.
- Tournaments. They are really good, but something's missing. The variety of the fights, also maybe the possibility to fight and win the tournament as a group, The weapons and rewards. I don't know. You like them at first, but then they lose interest pretty fast.
- Smithing. Make it less grindy, less profitable, and let us craft COOL WEAPONS YEAH. Or maybe the possibility to hire a smith.
- Back to the last idea : maybe hiring "specialists" could be nice, and complementary to workshops. "This one's a smith, he crafts better weapons for you and your army", "this one's a horse-maker (english is not my first language), he can give you high-quality/work horses", "this one's an assassin. He assassins. (or poisons. or sabotages. I don't know leave me alone)" "This one's a spy, he gives you insights on the relations and politics of other kingdoms (with useful informations)." "This theater group can improve the mood of a city for x days for y denars"


Hope this will be enough.
I'd love to make mods to improve the things on the list I made, but I have no skill nor time to make them. Maybe one day, who knows.
TW, keep on updating the game and adding content, we count on you.
Skrevet: 17. februar 2023.
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62.0 timer registreret i alt (47.4 timer, da anmeldelsen blev skrevet)
I loved Doorkickers 1 and I'm really enjoying Doorkickers 2.
Overall : a modern approach to tactical top-down games. It's a great "puzzle" game, it feels alive, but my biggest downside is that it lacks some fine-tuning and sometimes I feel like what I input is not correctly transcribed, and results in messy situations.


Things I like :

- The game is the best in its genre.
- Loads of individual maps, between the individual missions and the campaigns, and a decent random mission generator.
- A great variety of engagements. Light runs, quick entry, flashy in-and-out fights on small maps, long tactical engagements, stealthy-esque situations, heavy firefights with different angles and distances to manage at the same time. It's really diverse, to each their own.
- Countless ways to tackle each map.
- I'm appealed by the way missions are organised. Each bundle of mission has a theme (tight/open spaces, hostile reaction, etc...). Really makes you work differently and also creates a preference, and you quickly realise on what skills you have to work on.
- Many equipment customisation options for each operator.
- Manageable difficulty. The game has a decent accessibility because the resolution of each problem is up to you, but the game is alive and hostiles' reaction can easily derail your plans.
- Pleasing graphics. It runs smooth and looks nice. Although I would have enjoyed a bit more detail.
- Nice ambience work, maybe lacking some details tho (more voice lines and reactions ?)
- Good runs are satisfying and there's always room to improve yourself.
- Modding. Maps, QoL, UI, new teams. As for DK1, the devs have given the keys to the community to create their own experience through modding.

Things that I strongly dislike :
Many times I really feel that my inputs aren't transcribed correctly.
I have troubles with :
- "Angles"/pivoting while walking and when coming to a stop :
For example sometimes my troops are not pivoting correctly, or I will input a direction to look at and one time it'll work, other times they will turn in the direction they are walking even though I correctly set my orders. Sometimes when coming to a stop, they will keep their angle, other times they will not. I haven't found what I'm doing wrong, and it often results in messy situations.
- Door and windows selectivity
Doorkickers, yeah, but if you are in-between two doors you'll have to reposition until you find the sweet spot to open the right door. Could we have an option to select a door when there are several, and also I feel like the range isn't consistent, sometimes I'm next to a door and can't "reach it", other times I'm 5 meters away and it's ok. Same trouble with window breaking, also sometimes I'm in their range but the game greys out the option to break the window. (also, can't I just open the window without breaking it when I'm inside ?).
- In a lesser way, weapon "muzzle readiness". I'd love an option for my guys to keep their weapons ready near a threshold, I don't want to have to be zooming-in to calculate if my entry-man will have his weapon ready or 2cm too close and so will take another 3 seconds to reposition, but will do his entry anyway without having his gun ready.



Things I have mixed feelings for / could be improved / added :

- Suppression and cover mechanics.
I find them pretty obscure, the enemies and my operators don't react the same at all. I know that a more experienced operator will take greater advantage of them, but I don't feel like these game mechanics are used or usable to their full potential. Honorable mention to my troopers shocked by a gunshot near them, ending swiss-cheesed because they got stunned.
- Blind firing.
I feel like there are situations where blind firing could add a nice layer to the game. Through windows, doors or with an angle through an open threshold, even through some walls/materials depending on the cartridges. This could have a nice suppressing/interdiction/mood effect, with reduced damage and maybe push the enemies to flank you or hold a better position.
- Weapon and gadget transitioning.
Yes there's a doctrine point to make it faster, but if you try to launch two smoke grenades in a row, your trooper will put his gun away, take the grenade out, throw it, take the gun out, and repeat the same operation. Could there be a way to make it smoother ? Throw the stuff without reaching for your gun for example. Also i'd love to see an option to throw away stuff. Dynamic hammer, door broken, boom throw it on the ground to assist your mate, no need to put it so slowly on your back.
- Obstacles vaulting and removal.
Probably more of a game engine limitation, but I'd love to have smoother vaulting, to be able to vault more obstacles, and to remove some obstacles. This table/couch/plant is blocking my elite level squad, and it sucks. Probably hard to do :/
- I'd have loved more content it terms of weaponry and maybe gadgets.
Underbarrel smoke launchers, nine-bangers, doorstops, different grenade types (it's Task Force North in a hostile country, it's easily justifiable)
- Smokes are really mid (not feeling a right volume, intensity, duration) :/
- Hand-to-hand combat is wack :/

__

I really enjoy DK2, it has a place in my favorite games and has replaced DK1, but it still lacks fine-tuning and content. Thanks for the long awaited 1.0 release.

___

Steam Deck note :
I'm not having a great feeling AT ALL playing DK2 on my Steam Deck. The default controls are mainly done by touching the screen, meaning I have to lay my SD on a surface, so it's not really a handheld console anymore. I have yet to fine a good control scheme to enjoy DK2 on the Steam Deck.
It's greatly optimised, but a lot of tweaks are yet lacking, and need to be reworked.
In the end : it works, but i'd say it takes some effort to play and enjoy.

___


Thanks Killhouse game for this game, you had a great place in my "gaming life" with DK1, and you managed to make it back with DK2. I hope you'll keep on improving your game.


And yes, I know, about what I strongly dislike : skill issue :(
Skrevet: 25. december 2020. Sidst redigeret: 23. februar.
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1 person fandt denne anmeldelse brugbar
19.1 timer registreret i alt (18.2 timer, da anmeldelsen blev skrevet)
Yes
Skrevet: 18. juni 2020.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
Viser 1-10 af 10 forekomster