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Bond, Danny Bond legutóbbi értékelései

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11–20/26 bejegyzés mutatása
Még senki sem ítélte hasznosnak ezt az értékelést
15.1 óra a nyilvántartásban (9.4 óra az értékeléskor)
Belíssimo jogo, recomendado para quem gosta de música, quebra-cabeças e desbravar cenários surreais.
E maior elogio a ser dado: único jogo em toda minha vida que fiz um esforço para ter todas as conquistas.
Közzétéve: 2018. december 25.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
1 személy találta hasznosnak ezt az értékelést
10.1 óra a nyilvántartásban (10.1 óra az értékeléskor)
Já viu quando você coloca uma bola de ping-pong no fundo de uma piscina e ela sobe rapidão?

Esse jogo é inteiramente baseado nessa ideia.

The Sun and Moon é um jogo de plataforma 2d onde você controla uma pequena bolinha que anda, pula e atravessa blocos e paredes. Fora dos blocos e paredes, você cai; dentro deles, você flutua. A partir disso, o jogo te coloca em desafios on você tem que alternar entre esses estados para conseguir coletar três items em tempo recorde. O jogo é frenético, e as maiores tem fases tem, no máximo, um minuto. É o tipo de jogo em que você tem fazer uma lista mental da sequência de botões que você vai ter que apertar depois que seu personagem começar a andar, porque não dá pra reagir a tempo.

Ou assim digo eu, na minha condição de neandertal. Certas horas, este jogo é insamente frustante, e repeti a mesmas fases milhares de vezes pra conseguir três centésimos a menos no meu tempo.

E por isso que apesar de recomendar o jogo, eu o faço com uma condição: se você não tem reflexos rápidos, se você não está tem costume com jogos de plataforma e jogos baseados em física (onde a solução certa e a errada são tão próximas que parecem ser a mesma a olho nu), esse jogo talvez não seja uma boa escolha. Agora, se você achou Super Meat Boy fácil...
Közzétéve: 2017. november 27. Legutóbb szerkesztve: 2017. november 27.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
Még senki sem ítélte hasznosnak ezt az értékelést
1.5 óra a nyilvántartásban
Muitos bugs com colisão e câmera, aliados com constantes pop-ups e textos piscando na tela pioram o que já seria um jogo longe de ser perfeito, onde seu foco em desviar de balas vai de encontro a um cenário cheio de obstaculos e personagens que deslizam ao invés de andar.
Közzétéve: 2016. december 31. Legutóbb szerkesztve: 2016. december 31.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
Még senki sem ítélte hasznosnak ezt az értékelést
5.2 óra a nyilvántartásban (3.0 óra az értékeléskor)
Que fique bem claro: isso não é um puzzle(quebra-cabeça, o que for), é um jogo de plataforma. Esse jogo tem muito menos a ver com solução de problemas e mais a ver com reflexos rápidos e precisão. A ideia de um jogo onde o personagem é um quadrado ,que vira de um lado pro outroao invés de andar, é muito interessante, e te faz pensar nesse tipo de jogo de uma forma diferente. O problema é que como é um jogo pesadamente baseado em física, onde não há qualquer tipo de auxílio, conseguir fazer o cubo bater do chão de uma forma certa é 99% sorte.

E isso não melhora quando o jogo faz esse cubo voar cada vez mais rápido e mais longe da fase, com reentradas cada vez menores.
Közzétéve: 2016. december 2.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
1 személy találta hasznosnak ezt az értékelést
14.8 óra a nyilvántartásban (12.0 óra az értékeléskor)
Great concept with extremely flawed execution. It's a mix between a turn based strategy game where both the consequences of your enemies and your own actions are unclear ("the jumping arc is a lie") and you need to be fast to click and a action platformer where the platforming is sunddenly handicapped when a enemy spots you.

If you break a window while holding on to the grappling hook, in hopes of getting near an enemy to kill him, and someone spots you, you gotta click the kill button fast, because the pause button stops working but the turn based combat doesn't start immediately either, so if you fail, your character will be danglinling about like a complete idiot until the game decides it should start.

You can't use the hook in the same speed you usually do, you can't decide when you gonna shoot it again at a different surface to better use the momentum, and you can't change the rope's size. You can't walk in the combat, so you have to figure out crazy moves to a gear near an downed enemy that's just one step further than the execute button's range.

When two enemies are near eachother it's impossible to tell which button you press to kill each one and ,since the laser only starts a meter away from the gun which it comes from ,it's also impossible to know who is gonna shoot where. The fact that every attack in the game is represented by the same red line doesn't help.

The jumping arc isn't the only lie in this game: sometimes you can jump through the machine gun bullets, sometimes no(it seems to be random, but I could be wrong). On the normal difficulty there's the lockdown mechanic, which enemies make a call for ten seconds; if you don't interrupt him in that time, all the exits are blocked(which is mostly meaningless, since most rooms in the game have breakable windows), and not having a lockdown is an bonus objective. On new game plus mode(which is pretty cool actually, it's harder but you have all the powers) if there's is a lockdown it is an instant game over; but the game still states it is an bonus objective, alongside killing all the enemies. But in most cases, it is impossible to get to the end of the level in less than ten seconds, so you HAVE to get the BONUS objectives. Also, you have an attack that is supposed to hit everyone in the room. Guess what? THAT'S A LIE TOO. The enemies cannot be hit when behind cover. But of course the game doesn't tell you that, nor makes it clear what's the area of effect of that attack.

Speaking of thing this game doesn't tell you: the white line that represents the arc of the jump doesn't represent your character's entire body, and therefore, many times while playing this the character got in a bullet's path and got shot or she hit an enemy instead of stopping in the air above him. In new game plus the machinegun fire goes above or bellow the redline, covering an certain angle, which the game also doesn't tell you. On top of that, as I said before, different attacks are represented by the same red line. Imagine how much better X-com would be if instead to showing the odds of an attack's success, you just have to go with a gut feeling.

Sometimes the checkpoints are a pain in the ass. Why make me take a minute long elevator trip to a room when it's literally the only place I could go? Why not just respawn me there?

I'm not gonna even talk about the story because it's literally just a few words on a picture.

I'm throughly dissapointed with this game, but I hope someone, maybe even this game's developer, picks up where it left-off, because it's a really fun idea.
Közzétéve: 2016. július 22.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
12 személy találta hasznosnak ezt az értékelést
11.9 óra a nyilvántartásban (9.4 óra az értékeléskor)
I was pretty hyped throught the game, going pacifist because it's far more interesting than actually fighting, but then: the spider boss fight. So annoying, nothing I did worked, so I decided to look for an FAQ, so I'd not hate a game I was loving. Then I see it, and boy, is it pure b.s.: the crux of that boss fight is to resist until a certain thing, completely out of the player's control at the moment, triggers. How the hell am I supposed to guess that? And you gotta resist for a loooong time, and the boss monologues while fighting you, and everytime you die you go back and have to suffer trought that monologue again.

It just feels like the biggest middle finger to me. There's nothing clever, just resist. The other flaws, like the "you can't win" dialogs, the backtracking in levels that are needlessly complicated to navigate, the boring and repetitive puzzles, I could stand, but this is the straw to break the camel's back. Probably because it's a log, not a straw.

Edit: So I decided to power though and end the game. I love it, but I still won't change my rating, for 3 reasons:
1_ I can't give a mixed rating, just positive or negative (at least I can write a text that explains my binary decision);
2_ Not nice to change my review and make the people that agreed with it look like fools;
3_ I didn't not change my opinion(that's probably the only relevant reason actually, idk). Everything between the spider fight and the final fight is not as good as the rest of the game. Toby(the author), if you are reading this: I love your greek statue, but in a world where everyone says it is flawless, I have to be the pesky douche that points out that a certain limb down under is not proportional.

P.S.: another edit is that I removed a line that said I can't recommend this game. That's just plain not true.
Közzétéve: 2015. december 19. Legutóbb szerkesztve: 2015. december 20.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
Még senki sem ítélte hasznosnak ezt az értékelést
22.3 óra a nyilvántartásban (20.3 óra az értékeléskor)
Fun 6 hours campaign, except for the last hour, then it gets annoying without actually getting hard. Sometimes it seems enemies just ignore the bullets when you shoot them, and sometimes they ignore physics to shoot you.
Közzétéve: 2015. december 15.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
Még senki sem ítélte hasznosnak ezt az értékelést
0.3 óra a nyilvántartásban
Besides the ever predictable tropes of this kinda game the writing is really fun, but, I think if it was longer than it was, I'd hate this game.
Közzétéve: 2015. december 7.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
Még senki sem ítélte hasznosnak ezt az értékelést
3.4 óra a nyilvántartásban (2.4 óra az értékeléskor)
This is game development porn. If you know a whole great deal of game development, especially if you do develop them, play this game and stand in awe seing the witty of levels' names and just seeing a game that had a lot of thought put in to it. You are a regular player, you gonna be like "Yeah, this is alright", but if you develop, every second of this game is a "Sh*t, can't believe a single guy did this" moment.
Közzétéve: 2015. december 4.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
1 személy találta hasznosnak ezt az értékelést
3.0 óra a nyilvántartásban (2.0 óra az értékeléskor)
When you think of parkour games, you probably think of mirror's edge, a game based on speed of completion. This game, is way more foccused on precision: you characther require's room to jump, change direction, he has some weight to him. I appreciate that, a lot. At the beggining it feels kinda jenky, but is pretty tight, which is my jam.
What's also my jam is that while the controls are really simple, the combination of what you do and the way you do it gets really complex. You gotta calculate well when to jump, memorize and apply the timming of your punchs and kicks, and again, after a while, it's second nature.
And the combat is really cool. Imagine if the first double dragon was more slow and thoughtfull. It's really fun testing stun timmings, moves' range and dash speed to make killer combos.

But it's no all a love affair: the open world of this game is confusing, with lots of buildings that look the same you get easily lost; which is odd, the shapes of the buildings are what tells you what parkour habilities you can use, colours don't affect it:buildings could have different windows, colours and posters to differenciate then. Also, considering that there's a some impossible space going on(or so does it feel), it's weird that the world can't be a straigth line with one or two valleys.

And the killing flaw is really problematic: the doors that leads to the chambers (challenge levels required to beat the game) some times simply don't open. Is it a bug? I thought it was either a previous chamber that I didn't complete or a npc I've missed, but one the doors, just one, told me I haven't complete the previous chamber; why didn't that message popped in the other doors?

I really liked what I've played so far, but to continue is a risk: either I find out what was wrong with the doors and keep having fun, or I don't, and get increasilying frustated, and start to hate this "to be game" that I've loved. So, if you like the concept and have the money, try out a small simple idea for two hours and then leave it, thinking "that was a good while it lasted, gonna keep an eye out for this developer's next game".
Which is what I'm doing.
Közzétéve: 2015. december 1. Legutóbb szerkesztve: 2015. december 2.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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