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Viser 1-5 af 5 forekomster
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- In the current year this game is not enjoyable because of the lack of Quality of Life features expected.
- You can tell this game was made by nerds who didn't play games, they were not 'gamers'.

To fortify my points above, there's evidence on two fronts.
This game is not 2D. That's right. You might think that this game is 2D but its levels are all 3D made to look 2D for faster development, that leads to some edge issues in movement if you're used to 2D games like this.

For example, you might expect to slide along the wall if you press against it in 2D games in the direction you're looking at. In this game, the walls are actually angled in a certain way in 3D space which makes that not possible or the devs didn't bother to implement it because they didn't care ( second more likely as I'm a gamedev myself and know how I'd work around it).

The other thing is that in a game that is actually made by a person that plays games you can tell that the movement is done with the gamer in mind, of what a gamer intends to do. How so?

Take for example Dead Cells.

Dead Cells has a movement where if you hug the ledge of a platform and push in the direction of that platform, it climbs you up towards the platform and onto it. This is very intuitive. You jump, you tap left to a ledge and keep pressing left, the game understands that you wanted to go up that platform and so even if you're a few small units off, it climbs you up that platform. It also gives satisfaction to the feeling that you barely hung onto the edge and still mustered up force to climb up that ledge. The dev behind Dead Cells has a page on his website to tweak things for "game feel" and shows his intent in trying to deeply understand this from the lens of a person that plays other games or has played other games before. You can toggle lots of options on that page to see just how different the game feels without them.

Why did I choose Dead Cells? It is also a 2D game with 3D elements. The characters are all 3D made to look 2D.

There's a Dodge Roll mechanic in this game. This is similar to dodge roll in Dark Souls games. All dodge frames are i-frames, you take no damage when you dodge roll.

This is a fun mechanic, right? In fact, the whole studio behind this game is named after this mechanic.

Now, in a 3D game such as Dark Souls, it is relatively easy to tell in a Dodge Roll when it begins and when it ends. When you're dodging into an attack and when you're dodging away from an attack.

In this game however, since its 2D, you might expect that the game would make your character translucent for a bit when its in i-frames as has been traditional in 2D games, but this game has no respect for that. You might dodge roll into an attack and suddenly still take damage. I-Frames are entirely based on the animation cue instead of any other visual cue added onto it. You may anticipate an attack, roll into it, and take damage right after unless you've absolutely wasted your time for no reason doing the same bosses over and over again to get the timing just right for this autistic and counter-intuitive movement mechanic.

This is a gimmick-y and hack-y version of imitating difficulty. This game isn't difficult because it takes some practice. This game is difficult because it is so counter-intuitive in apparent 2D space.

Another issue with the Dodge Roll is that it doesn't dodge you around corners.

Now, even in Dark Souls games when you dodge roll towards a corner it kind of wraps your character around the corner. Since it is in 3D space, it is hard to tell at times and, of course, there's a timing to this. In Enter The Gungeon, you can dodge roll around a corner aiming towards where the corner is wrapping to and the game will not move your character an inch towards that direction. This is something ESSENTIAL in 2D space yes this has not been given any thought by these devs.

The wrapping around the corner on a dodge roll is something specific only actual gamers would understand that you'd need in a top down 2D game. Even though, this game isn't a true top down, its somewhere between isometric and top down while leaning closer to top down.

Another thing about the Dodge Roll is that the i-frames end before the animation cue ends. So you roll into a chain of bullets, you think "i'll spam roll again away from them" and turns out that the game forces vulnerability right before the second dodge roll. Not only that, the v-frames come in before the roll is finished.

And to those who might be saying "git gud". I'm only writing this after I already beat the Dragun a while ago, look at my hours. 70% of those hours were with a broken controller with messed up analog sticks too.

The devs themselves admit in interviews of their story that the game still has "a lot of Bullsh** still". Alright, why then release a DLC instead of fixing those issues? I'm not talking about bugs here either.

For the time when this game came out, I'm sure it would have been seen as a new standard. Especially when the Dark Souls and difficulty craze was peaking. But now, in 2025, it all feels forced and made for autists who just do things for the sake of it. "I beat le difficult game" creds over "I had fun playing this game which was very satisfying".

It is telling that Exit The Gungeon felt so dispassionate to so many and I don't care to try it either.
Skrevet: 17. februar.
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Let's begin with the positives :-
- Addictive
- Good controls
- Good art/themes
- Great price on sale

Now onto the negatives :-

- Scaling is non-existant, everything depends on luck and you dodging bullets

- Difficulty scaling is kind of absurd, its like a cashgrab arcade. One moment you clear the whole screen, the other moment three aircraft with predictive aim start to chase you down as the elite units spawn.

- Despite the touted 125 combinations, they're rather lackluster, 3 modifiers with 5 options, so 5*5*5 is how you get that 125 number, don't let it fool you, realistically only maybe 5 of those combinations are viable enough to run. You unlock 4 from each row very easily, and the last one takes forever, as of writing this, I still haven't unlocked it while I unlocked the 4*4*4 just 1 hour in.


Why am I still recommending this?

If, and only if, you get it on sale, its a great time killer when you're taking breaks. You can easily go 5 - 10 runs in under 10 minutes.

Would I recommend this on full price?

Absolutely not.

There are much better options out there that offer a ton of more content and variety in builds as well as better scaling. One such recommendation is Nova Drift while it is a bit more expensive, it is way more value for money. I have over 200 hours in Nova Drift and I still have yet to exhaust all the content and builds that I want to run. Yet in this game, 6.5 hours in and 90% of the game is done. There's nothing to do now but do the same mundane crap again. I'd much rather a modern roguelike than just die in 20 seconds over and over with absolutely nothing changing besides enemy RNG.
Skrevet: 3. januar.
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0.2 timer registreret i alt (0.2 timer, da anmeldelsen blev skrevet)
In an age where people use numerous different keyboard layouts and keyboard styles this software lacks the option to remap keys and that is the biggest no no for me in anything, including games.

I can't move my model around with mouse even though the software has mouse support? The mouse is THE thing do anything in every creative software.

Funnily, it detects my controller and there are keybinds for my controller? Like, that's okay but what was the thought process behind adding controller support in a 3D modeling software but not add the option to rebind controls?

There's so many keyboards in the market that don't even have arrow keys. A lot of gamers use them. Now, you can switch to a layer to enable them but does the developer even know how clunky that is? If you're talking to your friends or need to look up something you have to switch the layer to type then switch back to the one with arrow keys.

On top of that, the manual has these tiny images for overview that you have to zoom in and out on to read the rest of the text. It's as if it was assumed that no one would even care to read the manual and try to understand it.

This is not an issue of a "learning curve". I've messed around with plenty of complex software that includes even 3D and VFX works over more than a decade, it's one of my hobbies. There are tutorials you can find to achieve the look that this software achieves in Blender, which is free, but I thought this might just reduce the steps it takes to get there, which it may have if the controls were given priority.

What I was expecting was a chill software that I can use like MS Paint which might be easy to use with mostly using my mouse to do everything and my keyboard just for shortcuts.

I was really excited and looking forward to create assets for a small project with this one without having to mess around in Blender for it, but it seems like this is just not well thought out, at least as of now.
Skrevet: 1. januar. Sidst redigeret: 1. januar.
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80.3 timer registreret i alt (14.0 timer, da anmeldelsen blev skrevet)
Anmeldelse for emne med tidlig adgang
Great game!

If you are new to Autochess then don't expect to skip tutorial and then think this game is not for you, go through the tutorial and then get in.

Took me 10 hours to win my first game in learning and stuff. Pretty great! Would love to see chat implemented in game and different boards and more characters.
Skrevet: 22. juni 2019.
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1,838.3 timer registreret i alt (1,433.6 timer, da anmeldelsen blev skrevet)
Anmeldelse af CS:GO
Good game

Sometimes frustrating

♥♥♥♥♥♥♥ professional 10/10

8/10 would recommend
Skrevet: 6. august 2017.
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Viser 1-5 af 5 forekomster