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기록상 17.3시간
the long and the short of it the game isnt very fun. its kinda like the change from doom 2016 to doom eternal. changes for the sake of change and chasing gameplay mechanics from games that do very different things.
one of the changes from space marine one is the health system. in the original game you could stun and execute nearly every enemy in order to gain health back. in SM2 you take partial damage which you can gain back if you can find anything to execute. but there is no way to guarantee an execution against anything except the larger enemy types. everything smaller does not regularly enter a stunned state before dying so you cant gaurantee getting health back. this main change is the simplifying of melee combat from a two button to a single button system which doesnt work as well. if you can guarantee stuns it would work better but you cant.
the rechargable armor system was changed as well and is worse for it slowing down the game and making it more annoying. sm1 the armor could take several hits and recharge in the middle of combat because the timer on it was short enough to not slow the game down. sm2 the armor is really weak and mid combat you can gain it back by performing executions otherwise it takes upwards of a minute for them to start charging again meaning if after combat you do not have full armor you stand in place waiting for it until it finally starts charging.
there are too many redundant weapons and poorly implimented weapons that i personally have no interest in using as there are just better options.
the campaign is fine and works well enough.
the co-op unless you actually have people to play with is a slog as the AI partners are really dumb. they wont finish off enemies regularly. so either you spend all your time running back and forth executing enemies or have enemies reenter combat because the AI dont kill them. they also just dont hit what their shooting at. even at lower levels even one human ally makes the game substanially easier.
the different co-op classes work how they do in the campaign except assault. they changed the jetpack aiming system for no good reason. instead of jumping up then deciding where you go you see your aimpoint and then jump and you can still kinda aim it, but. should have just transfered the campaign system over because its not trash.
enemy balance is also a bit of a joke. basic enemies have too much health and can vary widely how much damage they do. most of this is chip damage meaning you cant actually gain it back with executions, the damage is done and your screwed. the ability of any enemy to block all ranged damage is not conducive to enjoyable gameplay, whether they are a tyranid warrior or a little blue demon. especially when the shield does not cover their entire body and shooting elsewhere should still hit them.
something i heard people joking about is the invincibililty frames. a change i do like from sm1 is your invincible while executing enemies. a change i dont like is the I-frames while rolling/dodging. lots of people have been joking about this being silly but if the games mechanics encorage something this silly then people will do it.
the game works. but pacing, balance, and basic controls all have to be looked at and fixed in order for this to be considered an enjoyable experince.
2024년 9월 24일에 게시되었습니다.
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32명이 이 평가가 유용하다고 함
2
기록상 0.8시간
just kinda feels wrong. movement doesnt feel great, inertia is handled weirdly and you cant rotate freely.
just walking feels bad. theres a weird acceleration curve that feels very bad. it feels like the player character is slowly walking out of mud then finally starts running rather than just walking or running like a normal human would.
as some people have said this is subnautica in space. meaning you exit the craft and your underwater, not in space. you cant twist turn or do anything you can in a true space game. in a true space game you have inertia in this game you dont. you have to keep pressing forward in order to continue, when you use the temporary boost from the jetpack you slow back down after it runs out. it doesnt feel good.
building and the interface is also not great. it feels bloated and limited at the same time due to the having oversized icons and poorly positioned tooltips.
i feel like the game just isnt for me because it just doesnt feel like im in space.
2024년 6월 13일에 게시되었습니다.
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기록상 71.8시간
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i liked this game. it was marginally enjoyable to go around to different systems mine resources and build a bigger ship.

then, the maker decided that building a roomba required examining dark matter. which is more or less an end game resource. and since you can only count on robots to do anything in any resonable amount of time. the game ends up wasting your time. alot of time. this is because of the core item which is the brain for robots. which innevitabley is what is destroyed when they are killed. so you might find a core to trade for but until you are in the end game you cant replace your killed robots. and even then the cores require very high end resources that require resources that inevitably will be used elsewhere.
the maker also added a surgery system like rimworld. but you cant queue surgeries so if you need to replace multiple body parts you have to find the pawn after every surgery is completed to replace another part. there is a install all missing parts, a remove all parts button and a remove irreparable parts button. but not a replace all parts. some people have defending this wasting of player time. i dont.
there has also been issues with event and enemy spawns where you will get endless spawns of face huggers killing your human colonists constantly. its really annoying because the interface is not designed to easily find them. you can but its just not great.
theres alot of small problems that come together and are exacerbated by the latest round of changes to the game. right now if you can force your way through the problems you might like it but its not great.
2024년 5월 23일에 게시되었습니다.
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2024년 5월 30일 오후 8시 21분 에 개발자가 답변함 (답변 보기)
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기록상 7.1시간 (평가 당시 2.5시간)
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the premise of the game is fine. escaping earth and recovering lost equipment along the way to increase your chances of succeeding. the basic gameplay can be most easily compared to orcs must die. build traps to kill enemies and use your personal weapons to kill them. however in this early phase it cant be compared favorably.
the issue is progression and basic equipment.
the basic pistol you start with is bad. unless you can hit every single headshot it is bad.
the next basic pistol has a scope which makes headshots easier but is still usless unless you can hit EVERY SINGLE HEADSHOT.
the basic smg you start with is again bad. it has way too high of recoil for the amount of damage it does and too little ammo because of how little damage it does.
the shotgun does ok damage but has so little ammo you will need to resupply mid mission. which ensures you will lose. especially since if you choose to use it you can only have the ONE gun.
the traps are not good enough and are in too little number to be useful.
the maps are obviously designed to be frustrating for the player. enemies come down this lane once. then another lane once then a different one and so on. so you have to tear down your traps and replace them after most waves.
so far i dont remember a single piece of progression. didnt get very far in a couple runs and didnt get anything new for the next run. i think the basic and TERRIBLE grenade ability might be a piece of progression but i dont remember.
i played the demo a year or two ago during steam next fest and mostly played with the sniper rifle. still havent found it in this game yet.
2024년 5월 22일에 게시되었습니다.
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기록상 11.6시간 (평가 당시 7.8시간)
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a colony management game where you are a colonist, set in a post apocalyptic futue. your working for a defunct satellite that crashed into someones house and grants you research based on what it observes you do. it has a drone follow you around to watch you.

the top down perspective is nice because if there is a problem you can just handle it and the colonist AI isnt too bad. controls are OK and there isnt much to complain about for what is there.

the problem is the game is a little barebones at the moment and 8 hours is enough to complete most of the structured game experience. if i understand how the maps work as well nothing is procedurally genereated. every map is handmade and selected randomly. unfortunately there just arent alot of them. the update cycle has been quite slow as well. the studio that makes this is a sole person however so im not certain what else might be going one. but its a good start and hopefully more progress will be made on it.
2024년 2월 28일에 게시되었습니다.
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기록상 17.6시간 (평가 당시 4.5시간)
this is not a rougelike game this is a rogue game.
meaning when you die you accomplish nothing.
no progress is made and nothing improves or advances.
you will most likely die dozens of time before you see anything interesting in this game.
you will die another dozen before you ever have the chance to see any of the interesting mechanics.
you will die another dozen times for each of the interesting mechanics.
in other words this game likes to waste your time.
yes, you might get better at it and you might learn more about playing it, but there is nothing you can do to improve your chances at getting further in the game other than hope the game doesnt ♥♥♥♥ on you.
i would accept nearly any system to just make it so your not wasting your time when the game decides to ♥♥♥♥ on you.
which is not to say that the games core mechanics aren't enjoyable enough. i do think that some of the mechanics are too simple at times, melee combat is too simplistic and hence a little boring timing blocks and attacks with little in the way of variance is a little boring.
magic is functional but currently there again isnt much variance in it. you find books and maybe you can read them and maybe they will be useful others arent. locking a breakable door. sure ill waste hotbar space on that.
there are shops maybe, sometimes and sometimes they may buy something you have. you may end up wasting inventory space holding on to expensive items that no one is there to buy or they wont buy. you might also just hang on to high value jewels waiting for your appraisal skill to level up so you can gain more experience.
when i can get a good run its fun but i end up wasting alot of time hoping for a good run rather than just enjoying the game.
2024년 2월 4일에 게시되었습니다.
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기록상 22.0시간
i do like and recommend this game with the caveat that the ending is a major downer. you beat the final boss after a forseeable twist then are told that you still failed. the evil forces you have been fighting the entire game have continued after your battles and destroyed humanity.
i have to question what the developers were thinking with the framing of the ending and the continuation of the game world. leaving it a bit more open ended would have been more satisfying while letting them make a new game in the same universe if they wanted. however they decided to piss on the universe and the efforts of the player by making a cutscene that tells you that you failed and there is no way you can overcome this eventuality.
the gameplay is fairly methodical with a variety of ways to accomplish objectives though some dont work well for the 3 bosses in the game. some of the options are clearly better than others though and some dont make sense to me at least but there are options.
2024년 1월 27일에 게시되었습니다.
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기록상 57.7시간 (평가 당시 16.9시간)
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while the overall feel of the gameplay and mechanics is mostly fine the controls are controller first, which means some things just dont work right on keyboard and mouse, and the interface needs work.
by controller first i mean some things just dont work right when using the mouse and keyboard. some things work correctly and others do. its inconsistent. a weird thing is when items are stacked on the ground scrolling down selects the next item down and scrolling up also selects the next item down. this is not expected or wanted behavior in any game. right click exits some menus and doesnt in others, and in some it exits all menus and in others it takes single steps back.
another controller first feature is there is always a list of problem items in the upper left. you cant click these to bring them up. you have to access a radial menu in order to select this entire list then scroll through this list in order to find the item. and some items that are shown in this list are not selectable, for some reason.
interface issues include unnecessary button presses, i am interacting with a chest of course i would like to take something out of it. why do i need to open the chest interface and then open its inventory in order to take anything out of it.
interacting with the wrong thing in a stack. things stack on the ground. i am holding dirt in order to build a structure in the same spot. cant pick up more that one item at a time. so i have to manually change what is selected in the stack in order to change what i interact with. the game should be smart enough to guess what i want to interact with depending on whats in my hands. this is particularly an issue when you need to pick up a wounded ratizen and their in a pile of crap. the most important thing in that pile is the ratizen if i dont have anything else in my hands it should be the first thing i interact with.
in terms of being a colony simulation game its more interactive than other ones. but its worse in terms of organization and showing the player information and overal feel. this interactivity and player control mean to me that i would prefer this if the controls werent controller first.
this interaction can be a bit of a pain though. the game map is large and there arent many fast traversal options. so if your off on the far side of the map and something happens it can be minutes before you get there and the in game advisor is the rodent version of N'avi. depending on how many things it wants to talk about it will cycle through them every ten seconds constantly making noise. it is very annoying.
building could have a redo because of how slow the ratizens work especially at the beginning. you can only build with things in the actual inventory of the colony. so if you have 100 grass on the ground, well their not in the inventory so you cant build with them. so either you have to carry everything yourself or wait for the ratizens to get around to doing it. oxygen not included handled this better because the dupes and pick up things from the ground and immediately use them. this game doesnt allow for that behavior.
when things are going well its a fine game the problems arise when dealing with the games core mechanics. its not bad just frustrating.
2024년 1월 6일에 게시되었습니다.
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기록상 1.6시간
fun concept but not that good. its just not enjoyable to me. on top of that its kinda boring. the enemy hordes are tiny and if it werent for the weird movement from some enemies it would be easy. but things move in weird ways and even the autoaim of the chainsword misses regularly.
there is 4x the ammo necessary to play the game and i keep almost dying because chip damage from respawning enemies is more than what is ever dropped by enemies.
its more a bullet hell shooter than a boomer shooter. more doom eternal than doom 2016.

however even as a bullet hell shooter it has issues. most enemies still have a hitbox for several seconds after you kill an enemy meaning you waste shots destroying a corpse rather than killing the enemy behind them
there is little to no indication that your being hit by enemy shots so suddenly you look down and you nearly dead. there is no indication which shots will do 1 damage and which do 50 damage.
the heavy bolter sounds like a nerf gun.

honestly while being high quality on the art front. gameplay wise this is a cash grab just get space marine for a good space marine game.
2023년 7월 5일에 게시되었습니다.
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2
기록상 57.7시간 (평가 당시 1.4시간)
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new update added new classes and new weapons, added weapon customization and more progression.

is the game better for it? no not really.

weapon balancing is difficult apparently. so far with everything new its much harder than it should be to accomplish the basic gameplay of KILL BUGS.

im not certain what was actually changed in regards to the weapon stats but time to kill seems higher for every single enemy. i would really like to get NUMBERS rather than unmarked BAR GRAPHs for weapons screens. its hard to accurately campare weapons with bar graphs.

i do want to like this game and most of the mechanical changes for the classes work well, once their explaned. however the gunplay does not feel as good as it used too and it wasnt great to begin with.

old review:
fun enough and the large squad size is more interesting than most pve games. but there just isnt enough here.
major issues right now:
the sheer amount of debris that is thrown up in the standard firefight obscuring vision. this includes the massive blood geysers coming out of the bugs your shooting.
bullets do not come out of the gun your using but somewhere in your chest area during standard firing. this means that when in the buildible bunker you are likely to hit your cover even when the gun clears it.
its actually kind of hard to tag certain enemies because instead of just being near them you have to actually tag them and with how spindly some are its difficult. when a swarm is coming just tagging within a meter of them tagging the area their in.
while the progression model is very straightforward its a little dull. so far there isnt much to actually unlock but there doesnt seem to be much more to it than just level up get the next weapon. there is a quartermaster button that is blanked out which looks like it may be the premium shop but who knows. hopefully there is some attachments or adjustments you can put on your weapon to change its behavior to spice it up a little.
there seems to be only two maps. though both maps can be in either daytime or night.
its still early access i would wait a little while as there is less content here than darktide had at launch.
2023년 5월 18일에 게시되었습니다. 2024년 5월 26일에 마지막으로 수정했습니다.
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1-10/84개 항목을 표시 중