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Reseñas recientes de Coffee

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Mostrando 1-10 de 11 aportaciones
A 1 persona le pareció útil esta reseña
162.1 h registradas (23.8 h cuando escribió la reseña)
.
Publicada el 25 de octubre de 2021.
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A 1 persona le pareció útil esta reseña
56.2 h registradas (5.5 h cuando escribió la reseña)
Great.
Publicada el 13 de abril de 2021.
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A 1 persona le pareció útil esta reseña
0.4 h registradas
Clunky.
Publicada el 7 de marzo de 2020.
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Nadie ha calificado este análisis como útil todavía
128.0 h registradas (17.9 h cuando escribió la reseña)
Fun!
Publicada el 26 de diciembre de 2019.
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A 1 persona le pareció útil esta reseña
3.4 h registradas
I love isometric RPGs, but this was very slow and boring. The mechanics are over-simplified, except for crafting, which is both tedious and superfluous. The story is painfully cliche and limps along on rails. It's too bad this didn't pan out. It is gorgeous, though.
Publicada el 18 de agosto de 2019.
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25.2 h registradas
I really enjoyed this! It's a stripped-down XCOM-style game with pixel art good enough to make pixel art seem fresh again. Once I got used to the controls, I had no trouble managing the squad and their inventory. It's not perfect or a blockbuster, but it's solid, fun, and has a good story.
Publicada el 18 de agosto de 2019.
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A 437 personas les pareció útil esta reseña
16 personas han encontrado divertida esta reseña
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0.2 h registradas
I am reeeeally disappointed. I've used the non-Steam version for 2,000+ hours. You should understand that you are not buying a click-and-export solution. The mobile export is not packaged with the supporting SDKs and dependencies, so you're off to cobble those together on your own. It's not easy to set up, work with, or debug. It took me the same amount of struggle to get the basic export working as when I did this with libgdx (which is free).

It's not well maintained. The Google and Facebook extensions/plugins are perpetually out of date. There's no communication about when a breaking bug will be fixed. Support is fast for very small questions but nonresponsive (literally, doesn't respond) for significant issues. These are the things you're supposed to be paying $400 for. If you end up manually wrestling with SDKs or buying an extension for these mobile features, you might as well be using a free engine/framework like Unity, Unreal, Godot, Phaser, Defold, libgdx, whatever.

GMS2 itself is janky---the project database structure becomes corrupted, creates ghosts, and produces unavoidable conflicts when more than one person uses git/svn. The IDE crashes when working with assets. It requires an internet connection to verify your license; although this is supposed to be once a month, it's not consistent and you may be locked out without internet. Whenever internet is available, it creates persistent connections and, among other things, downloads required splash-screen advertising for the developer's other products. Finally, you're not learning portable programming knowledge. GML is not an object-oriented language. It locks your hard work into a proprietary software with a company that I really don't think is going to last long in its current form. I am also uncomfortable supporting the corporate owner, Playtech, which is the world's largest gambling software company.

Update 2020:
I published my game and moved on, but I learned a lot. I thought I'd update with three thoughts. First, GMS2 is still having problems maintaining their mobile systems, and people on their forum continue to report warnings and even one "watch" report from Apple. That's bad, obviously, and enough reason to skip it. Second, GML's a really poor language from an architectural view. It encourages sloppy coding and workarounds to deal with its shortcomings. The result is that, while GMS2 can produce impressive games, ironically you'd have to already be a knowledgeable programmer to avoid its pitfalls. Once you're at the point where you can beat GML into shape, you may as well use software with a larger feature set and ecosystem. Third, and specific to mobile, YYG shot themselves in the face by setting the price at $400 initially. Very few professionals stuck around. That means that, although GMS2's community is awesome, it's impossible to find help for mobile-specific problems and there aren't many free workaround solutions. Every engine has bugs and obtuse features, and the only reasonably efficient way to move ahead is with community support.

The community/ecosystem factor is why I went to Unity. It's free until you earn $100k. It has a learning curve, but it also has a wealth of features (built-in UI system, built-in animation, built-in rigging, editor customization, hot editing, out-of-the-box one-click Android build support, tools for working with mobile devices, safe zones, different resolutions, remote testing, everything C#). These days, it's excellent for 2D with native support for pixel perfect etc. But the biggest advantage is this: Someone else has already solved any problem you'll run into. Further, if Unity themselves break something, well, around half of all mobile games were made with Unity. Apple and Google will work with them. If you just want to focus on making your mobile game, I'd go there.
Publicada el 22 de septiembre de 2017. Última edición: 14 de junio de 2020.
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Nadie ha calificado este análisis como útil todavía
19.5 h registradas (15.5 h cuando escribió la reseña)
Plays perfectly with a stylus on a Surface Pro 3. Also a really fun game, although I was disappointed that it essentially has no story. The dev's other game, Reverse Crawl, had a light-hearted but compelling story.
Publicada el 8 de abril de 2017.
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A 2 personas les pareció útil esta reseña
2 personas han encontrado divertida esta reseña
0.5 h registradas
Poor UI. Although it's a mobile port, it does not work on windows tablets/touch screen and does not allow use of a stylus.
Publicada el 6 de febrero de 2017. Última edición: 16 de abril de 2017.
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Nadie ha calificado este análisis como útil todavía
26.1 h registradas (3.6 h cuando escribió la reseña)
I'm on my 5th replay and 17/18 achievements; I don't know why Steam says I've only played 4 hours, that's not true, although most of it was offline. This is a GREAT game that is very absorbing even as it can be picked up and put down. The graphics are adorable, the interface is fluid, intuitive, and clear, and the gameplay has a good amount of depth although it's true that there are some minor balance issues between different minion groups. (I usually end up playing revenant, wolves, rats, violet's, or greybeard, or maaybe bonehead, unless I'm just futzing around.) Most of all the game is FAIR. The enemies run on the exact same rules that you do. I do not understand the "RNG" criticisms; my experience has been that all mechanics are even. Overall: a perfect game if you have a trip or just want something distracting and more casual. Worth more than its price.
Publicada el 22 de enero de 2017.
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Mostrando 1-10 de 11 aportaciones