15
Products
reviewed
102
Products
in account

Recent reviews by Sony Vegas Pro 13

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Showing 1-10 of 15 entries
2 people found this review helpful
0.0 hrs on record
Great character with great mechanics, but the SONGS, man. The songs have such wacky BPM and offbeat beats that it's very hard to keep your rhythm on some of them. Plus they get ridiculously fast the higher the zone is; 5-3 feels like it's faster than Death Metal (I haven't checked yet).
Posted 1 November, 2025.
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No one has rated this review as helpful yet
1 person found this review funny
0.0 hrs on record
Eggplant is my favourite Everhood character
Posted 13 August, 2025.
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8 people found this review helpful
1 person found this review funny
1
0.0 hrs on record
Why is there a smool shark gril in my rhythm game now

Edit: After a brief play through Hard and Impossible, I have concluded that songs with lyrics can go die. It's particularly egregious when the singer freestyles and the chart becomes a complete guess as to what to hit. If you're familiar with the song it might be easier, but it still doesn't make it any less annoying. But hey, free song.
Posted 25 June, 2025. Last edited 25 June, 2025.
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No one has rated this review as helpful yet
212.7 hrs on record (166.1 hrs at review time)
I have a love-hate relationship with this game. Don't get me wrong, it's fun as heck—I love it for its Guitar Hero/Tap Tap Revenge (RIP)-style gameplay—but the basic premise is somewhat flawed in that you can take away the monsters and still be left with just a (admittedly solid) rhythm game.

The monsters moving down in beats instead of a smooth scroll makes it very hard to read, and while I get they're replicating the "move every beat" mechanic from Crypt, its execution feels... off. They do mark offbeats with different-shaped monster shadows, but it feels like a band-aid solution on an already flawed base. Speaking of band-aids, injured monsters sport them to show how much they've been damaged/how many beats they have left, but it's once again an extrinsic notifier for the player to note (pun possibly intended), adding maybe just a little too much for the player to track at once, especially on the higher difficulties. Maybe if their sprites actually sport visible damage it might work—I'm not a visual dev so I can't tell you if that's better/worse.

Also decapitated Yellow/Black Skeletons feel disproportionately confusing visually when they begin moving back—if you know what I'm talking about, the beat after decapitation lands them a full beat before the arrow, and the player instinctively tries to hit them only for them to scurry away, leading to a missed beat. Rather, the player has to look at the monster(s) behind them for a millisecond, but that might just be enough to break your concentration, even at the best of times. I feel like it needs to be overhauled so it at least doesn't trigger your "instinctive" desire to hit it, but I wouldn't know where to start, as a player.

Outside the Rift, there's the mini-games and boss battles. The boss battles are nice, but the same can't be said about the mini-games. One would think they'd occupy more of the game, but as it stands right now it's relegated to some "Extras", to be completely forgotten about after completing the main story. As a Rhythm Heaven fan (the mini-games' obvious inspiration—there's even a little "Perfect" icon in the corner!) I'm a bit disappointed at how little there is.

Finally, the DLCs. There's... a lot, more than the base game's songs, and I get the feeling this is going to be their bread-and-butter for the rest of the game's lifespan. More songs are always good, but I feel like it's going to crowd out the original cast as more and more are released, especially since the majority of them are third-party. I'm cautiously optimistic there'll be a continuation of the main game, as the OST is called Volume 1, but it's not a guarantee, which makes me uneasy.

Whew, this review ballooned in size, from what was once just a little comment on monster readability. I don't expect an instant fix to these fundamental problems of course, but hopefully it's somewhat decent criticism at the very least (also I wrote this at 2am, forgive me if there's bad grammar).
Posted 16 March, 2025. Last edited 2 November, 2025.
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No one has rated this review as helpful yet
25.5 hrs on record (5.9 hrs at review time)
Multiple monitor hell
Posted 11 January, 2025.
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7 people found this review helpful
2,313.8 hrs on record (2,239.4 hrs at review time)
July 2024 update:

Welp, Valve did actually get off their ass and do something; they actually banned a good chunk of griefer bots! TF2 pubs are finally playable again after so long (literal years)!

However that still doesn't excuse the neglect and sorry state they left this game in, and given time, those bots WILL come back. The lack of any meaningful content updates still hurt, and until Valve understands the value of updating the game and keeping it free of griefers, the so-called "treadmill work", aka day-to-day work activities, this review stays negative. And of course, I would still recommend not spending any money on this game.

Anyways just went on a mean assist streak with a Kritz'd Soldier who blew up like 8 enemies; those are the moments that keep you coming back to the game.

----------

Original review:

75% of the daily "players" are bots of varying kinds; most neutral, but a decent chunk of griefer bots to ruin your day every day. Until Valve gets off their ass and does SOMETHING to alleviate this issue (if and when that day ever comes), I'm not going to recommend playing this or buying anything from the store if you're new.

Also #saveTF2/#fixTF2
Posted 28 May, 2024. Last edited 5 July, 2024.
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7 people found this review helpful
142.0 hrs on record (77.4 hrs at review time)
I really, really want to like this, and I honestly wish Steam had a "Neutral" category, because this game heavily falls within that category for me at least.

There's honestly plenty to like about this game. If you enjoy Factorio/Modded Minecraft and Tower Defence, then this may very well be up your alley. But the whole concept of this game—building, upgrading and defending your base WHILE extending out and harvesting resources—can get very very tedious and unfun. The dev definitely took this idea and ran with it while working very hard to make it fun, but there's still certain aspects that make it a slog to play though.

Pacing

This game's pacing is... really weird. Stragetic pausing is a double-edged sword; the first few levels aren't too hard, and you can build most things in real-time as the waves of creeps arrive, pausing only to check if you built this thing or that thing correctly. But at a certain point though, you'll be playing 90% of the game paused, pretty much literally drafting out your entire base + defences for the entire 30-something waves, only unpausing to wait for resource collection or to move your own defence creeps, which results in each game feeling like it takes hours (and they often do) with no end in sight.

Bosses

Bosses can sometimes be an unexpected pain in the ass. When they show up, they sometimes have huge power level disparities compared to normal creeps—when you feel like your defences are already sufficient/overpowered enough for the standard creeps, in comes the boss who completely obliterates your defences because they had abilities you had no idea they could do that... and when you lose? You get to do it all over again, sometimes flushing hours of progress down the drain as you fall back to Wave 1. Fortunately it's mitigated by having remnants of your prior base still there and with a build footprint if you want to repeat it—but it's still a symptom of the game giving you no prior warning of what a boss can actually do.

Other

Enemies invading and attacking captured tiles is a cool idea in therory, but the implementation doesn't feel great. It happens randomly on any captured tile, and when you're out of a level and somewhere else when the attack happens, the game simply calculates hidden defence and attack values for that base, and if you're weaker then the base is just destroyed with no fanfare. I'd like it better if it was completely optional, allowing the player to accept the invasion in exchange for more... something, I guess.

Oh and I almost forgot: there's no "creep path preview", which means you'll have to completely guess as to where the enemy will go.

That's about it for my review. As a heads up, this game is completely free on Itch, so buying this on Steam just supports the dev. I don't regret purchasing this despite my grievances, it's still a fun game with a really novel idea. I just wish it wasn't so tedious to play.
Posted 18 April, 2024. Last edited 19 April, 2024.
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No one has rated this review as helpful yet
503.5 hrs on record (126.4 hrs at review time)
You can break the game in half with the right combination of mods and it's an immensely hilarious experience.
Posted 1 November, 2022.
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No one has rated this review as helpful yet
12.1 hrs on record
Forget Jojo references, this game is just one huge Castlevania reference with an all-female cast.
Posted 24 September, 2022.
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No one has rated this review as helpful yet
475.2 hrs on record (155.0 hrs at review time)
I bought this on both PC and mobile. That should tell you how good a game is. Below I've copied and edited my comment posted elsewhere.

Bloons Tower Defense 6 (BTD6). This series has been around since the flash days, and it's gone over several iterations if you could tell by the number. This entry is an incredibly well-balanced and polished tower defence game, and that's coming from someone who's only played like two TD games ever (Desktop Tower Defence, Kingdom Rush).

Gameplay-wise, the bloons (creeps/enemy units in TD games) are very easy to understand, requiring only one pop to kill, with each successive colour being an additional layer (at least until you get to the MOABs, high-defence creeps that take like 1000 darts to kill). It's almost a "babby's-first-tower-defence" game, but it gets very deep towards the higher difficulties. Even though this is a clear mobile port, with (some of) the mechanics that ensue, its in-app purchases are almost completely unnecessary unless you want to blitz through the game really fast.

I don't know why the PC port is $5 USD more than the mobile version when it's essentially the same game, but if it bothers you that much, just buy this game when it goes on sale (as I did). Still, the PC version is superior, with hotkeys and not having to touch/click certain things which can get tiring on a touchscreen.

10/10 funni monke game
Posted 19 December, 2021. Last edited 19 December, 2021.
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Showing 1-10 of 15 entries