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Évaluations récentes de Hu-kun

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Affichage des entrées 11-20 sur 96
1 personne a trouvé cette évaluation utile
186.9 h en tout (83.0 heure(s) lors de l'évaluation)
I finally learned the key that allows me to sit down

10/10
Some time to rest after getting shot by terminator AI... and got shot again
Évaluation publiée le 14 juillet 2021.
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1 personne a trouvé cette évaluation utile
63.9 h en tout (26.2 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
Masochism simulator
Évaluation publiée le 16 février 2021. Dernière modification le 15 juin 2023.
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2 personnes ont trouvé cette évaluation utile
40.6 h en tout (6.9 heure(s) lors de l'évaluation)
Man, I had this game on the backburner for quite a bit. I finally decided to pick up the game, and play, after a bit of some bit of time to kill, and enjoy some Kemono content on Steam. While the game was overall pretty alright, it's far from being bad.

(Because I would be updating my review, and the review character limit is dumb, I'll add additional comments in the.. well, comments)

Art
The art of the game is pretty cute. The main menu screen having a uniquely cute forest sprite with a very pretty lighting effect, but I wished that would've been the style of backgrounds used for the game. The menu art of the game is pretty cool, being a more storybook style. The character's designs are pretty simple, which thanks to that does allow for all of the background character sprites to be unique from each other without having too much details being added to them. In combat, your character sprites are also pretty simple, but are animated based on their condition, their stance, and their attacks. It's all pretty neat stuff, so it's not just a static sprite. The enemy sprites are a bit weird, as they are portraits than sprites, but it's not much of a problem outside of that and it does compliment the more cutesy style of the game for all the regular enemies, and the boss sprites do at least look more menacing in contrast.

The music of the game is pretty nice too. Each of them having a distinct track for certain areas, where they won't be played at the same area, save for the battle music. The beginning areas first starting as more peaceful, lush and pretty, then later on gradually becomes more foreboding and mysterious. The battle musics are all pretty energetic and really bombastic, which it does at least help in making the battle parts of the game nice to play through. Not much to be said, it's a pretty decent soundtrack.

Gameplay
The gameplay is pretty simple, but a bit generic, and doesn't have too much that really deviates from most JRPG games, sort of save for one mechanic in the game. The combat system is pretty simple and something that everyone would be familiar with; a usual attack, skill moves with varying damage and afflictions and AP moves. The main character (William) is your usual ranger class that much deals afflictions with some moves, and is balanced. The other character plays like a paladin, a strong damage dealing tank with slow speed with the ability to heal.

The one thing I do like about the battles is that they're not static. Even with a regular attack, the camera would move and zoom in to the characters and enemies, so to give the attacks a bit more impact, which is nice. Some of the stronger attacks do show a portrait along with really satisfying effects and a longer animation to make the attacks feel really strong and sure the combat feel more dynamic. A pretty cool part of the game, even considering its somewhat simple gameplay.

The enchantment system of the game is a bit more of the smithing mechanic in most games, but you're given the choice to upgrade your gear to fit a certain playstyle, depending on which items you put in. Each item used would fill in a slot, meaning that you have to carefully mix and match to create a semi-build from the items you collected, and because you can only fit so many at once, and you can't remove them once they're attached, there's a sense of commitment to the build that can be made.

It's a neat idea on paper that helps make your characters more stronger on certain areas, which is not uncommon in some other RPG games, but in practice it does make kind of put itself in place for the lack of weapons and armor themselves. I kind of felt that the limited choice of weapons and armor limits the possible builds that a player can make; sure the enchantments have pretty tangible differences that actually matter, but it does kind of feel like a shame where it doesn't have some unique equipment that can further boost a certain playstyle more in combination with the enchantments, with the only unique items being rarer accessories. Not a bad system, as it is pretty cool, but I do wish to see some unique equipment that allows for stronger boosts in certain playstyles. Other than that, it works well, but with a bit of extra adjustments, would've been a cool system.

The exploration of the game does work by having you find chests and sparkling areas that can give items and unique materials respectively. It does a pretty good job in making you look around the area for treasure full of loot, since there are times where you could blink-and-miss a chest if not paying attention. Usually they would hold onto strong potions, and even some of the rarer items that you can't buy from at all, making it all the more rewarding to appreciate, with the absence of unique/diverse weapons and armor.

The story of the game is probably the only issue that I ran into in the game. The story itself is not really a bad part of the game, but more or less the story plays through a fair bit quick, and is short. While I understand that the game is pretty small, and it doesn't need to have a long complicated story to be enjoyable, but the pace it goes at does make it a little quick, that so it feels a bit short. Nothing too bad about that, but it was something I felt was a simple story that would've at least be nice if it goes a bit longer.

The character interactions also do feel a bit short, and I do wish that it was a bit more fleshed out so we can learn more about the characters. By themselves the characters are a bit simple, but the two playable characters do at least have a bit of a dynamic with each other, with the young but overly eager, naive and reckless adventurer William, and the older and wiser paladin that has to ensure the adventurer doesn't risk himself into too much danger. Their interactions are pretty cute, where William wonders about what they're interacting with, with the other character interjecting with something that would excite, spook or have William contemplate about his journey. While I did have issues about the story, the interactions from the two as the part of the story looking back did at least have me feel the sort of father-son relationship between the two, even despite the shortness of the game.

Not sure where I would put this part of the review at, but here goes. As a native English speaker, some parts of the grammar that can be seen in the game is a bit off in some parts, where it's most noticeable in combat, the story parts of the game have a pretty comprehensible grammar to at least understand well enough, though it is a bit distracting. Definitely needs fixing.

Overall
While it does have some minor gripes that does make the experience feel a bit too short, and some parts of the story doesn't catch me on as much, some things like the combat and its animations, the enchantments and some of the character interactions did help make me push into finishing the game, where it got me to be able to complete 2 of the 4 endings(still need to get the other 2). I love the art and music of the game which could be attributed to my bias towards kemono, the gameplay is at least enjoyable to watch(though it might get a bit repetitive later on but that can be managed), the exploration feels rewarding with stronger items and materials, and the enchantment system being a pretty good idea that could be tweaked to be better. Although I'd agree the price drop/sale would be nice, 10$ does at least feel like an alright price to pay for, and I'd be in to give full price to the indie devs to at least appreciate the game.

And from what I heard, the game is also going to be released on the Switch, so hopefully I do hope that the Switch version does fix its English translation of the game.
Évaluation publiée le 27 octobre 2020. Dernière modification le 3 novembre 2020.
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2 personnes ont trouvé cette évaluation utile
97.2 h en tout (52.5 heure(s) lors de l'évaluation)
I haven't really put in a lot of time in most turn-based RPGs, aside from Fallout 1 and 2. While I put a good amount of time onto them, it didn't really intrigue me as much as I wanted to like. However, Underrail did help make me enjoy the game a lot, and appreciate some of the details and mechanics put into the game that made it satisfying to play, where Fallout did catch my attention, but this game held my attention on the game.

Firstly, the gameplay. Much like Fallout, and also Shadowrun, it has a similar style in turn-based RPG gameplay, but it does have some elements to give it a bit more of its own identity(maybe some of them would be already used in the games said above, especially Shadowrun since I barely played that game as much). Similarily, it has the AP style of turn-based gameplay, where the amount of AP will be used depending on your actions in combat, such as attacking, item usage, or movement. However it has two separate AP; Movement AP, and General AP where Movement AP can be used for movement, with continuous movement using the General AP instead, and the General AP being used for every action you do during your turn. However, many times in combat, unless you manually went into combat first, each NPC and yourself will start in different turns depending on your initiative points. During combat, depending on the skills you unlocked during levelling up or have obtained from NPCs(which I will get into), you will be able to use some skills to your advantage, where most of them can be used to stun, cripple or even directly reduce one's AP, where it can turn the tide of battle if used correctly. While the player has the ability to take on enemies easier, they can also use the same abilities against you but in bigger numbers, if you're not careful. For example, frag grenades are good for taking out groups of enemies, where some items such as the caltrops can cripple their AP or also poison them. While there is a usual guns, melee, and throwables that you can use to your advantage, there exists the ability to use magic-esque skills, known as "PSI". PSI skills are extremely useful in where they can force enemies in certain conditions to make it easier to finish them, or also to use as an alternate long ranged attack, many of them never miss, instead the only way to avoid the effects is to resist it. PSI, because of how it acts as magic in the game, has its own mana meter, being able to only use certain abilities depending if you have enough PSI and AP. They're all separated into three different PSI skills with 'Thought Control' , 'Psychokinesis' and 'Metathermics', each with its useful abilities, such as 'Though Control' and its ability to force enemies to certain conditions, 'Psychokinesis' for its punch-based abilities, like a long-ranged stun, and 'Metathermics' and its more elemental abilities with ice and fire. Although very useful for its ability to never miss, and powerful for its effects and damage dealing abilities, they are balanced out to where your health is permanently reduced by 25%. With the context of the mechanics for its combat, this results in the game being rather difficult, even in normal difficulty, where even the weaker enemies can take you down if you're not careful, especially early game, where as a result, wants you to play more tactically by retreating when you need to, set yourself in a more favourable position, and take out certain enemies first. With this, while it does make combat frustrating to deal with, especially when you died over and over again, it is absolutely rewarding when you overcome those challenges, especially as most of the time you're travelling solo, and many of your enemy encounters are in groups.

Outside of combat, it has some distinct quirks with some elements that make it unique to experiment and expand upon. While the lockpicking and hacking mechanics are fairly simple, the more unique things about the non-combat elements are in the bartering system, and the crafting system. The bartering system is largely similar to many of the other shop systems in other games, especially close to Fallout, but it has a unique system where you can only sell certain amount of items to certain shops, where it makes it somewhat limiting to how much you can sell. However, as many of the items you are trying to sell, especially guns are rather high value to sell, this is a good balance to make sure the player doesn't sell way too much of what they can sell, since they are rather useful for another element; Crafting. Now, the crafting system is a bit different compared to other games(which is something I like about its system). Unlike other games where it as a crafting system, the materials you find throughout the game, while not too common and have rather high values, each have an amount of quality you have to consider, where they can measure how much better the item's damage or durability can be, balanced out by the skills you need to make some items, such as 'Mechanics', 'Electronics', 'Chemistry', 'Biology', and 'Tailoring', or sometimes even a combination of each of the skills above. With this system, it allows you make higher quality items that will often times be better than ones you bought, unless you used lower quality materials. Speaking of combinations, sometimes it allows the player to have proper control of crafting more powerful items, where for example you can add attachments to the guns, at a cost of higher requirement of the one skill, or even requiring two skills to properly make. This in turn gives you a much more personalized control of how you want to make your own weapons, provided you can spend a few extra credits to grab or scavenge for.

This is a more gameplay-based review of the game, since while the story is nice to follow, and some of the characters are pretty nice, the gameplay of the game did sell me a bit more for how expansive it is, and how rewarding it is, and I am not really good at explaining the story and characters, unfortunately.
Évaluation publiée le 27 décembre 2019.
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185.0 h en tout (11.7 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
For a lot of games I've seen, the battle royale gamemode has both been a bit tiresome to see, and also a bit too rough for my liking(coming from someone whos only battle royale games played is Fortnite, and that Totally Accurate Battlegrounds game). But Super Animal Royale is one game that a lot more fun than other BR games I've played, and sunk more into. From its accessible gameplay, to plenty of customization options if given the patience to go through it, Super Animal Royale is a really fun game to be made for everyone, according to the devs.

The gameplay, unlike other Battle Royale games, are a bit more simpler in design, and also plays more differently, being more of a twin-stick top down shooter instead of a third person/first person shooter. While this can be thought of as a weird design for BAs, it works surprisingly well in the game, as this made the gameplay more simpler, but also has its own quirks to make it enjoyable. Its gunplay is fairly simple, where you point and shoot, but here it has bullets that fly in varying speeds and reaches its max range, making each shots from your guns more of predicting and avoiding, making the gunplay fairly fast-paced, requiring you to be on the move.

Because of the gunplay, a gameplay mechanic is added in to co-exist with the gunplay: dodge rolls. As quick movements are needed to avoid some bullets, a dodge roll is a good way to enable you to avoid shots as you predict where they go. While its main use is for dodging bullets when needed, another use for the rolls are also to travel at faster speeds, if you use each roll in a specific rhythm, making it an essential tool for many things. Now on the topic of being a top-down shooter, what do they do to make sure you can spot characters and items without having it be too easy to see everything? They answered this with a line-of-sight mechanic; a fairly simple way to make sure you can see everything, but still require you to keep your wits about it, as while you can see whatever you can, some angles depending on where you're standing can act as a good blind spot if you're able to position yourself really well, making the system well balanced, as you can't expect the line-of-sight to catch everything. Much like Fortnite, it has a similar system with how it handles weapons with the rarity system, where the higher tiered weapons naturally the best weapons to find, but because of the simplicity of the rarity system, where only damage/dps, range and accuracy is affected albeit slightly, it sometimes doesn't make too many changes to the outcome, but it does make it easier to down players with said high tier weapons.

While this doesn't cover everything in the game I can find, but overall I've found the game that despite its simplicity(which it's not a bad thing by any means), it has many aspects and elements within the game to be both unique within the Battle Royale library, as well as making it both easy to play, but hard to master, and really rewarding gameplay.

Also you just play as cute animals, and beat up other cute animals.
Évaluation publiée le 17 décembre 2019.
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8 personnes ont trouvé cette évaluation utile
4 personnes ont trouvé cette évaluation amusante
9.4 h en tout (5.6 heure(s) lors de l'évaluation)
At least it's kemono-style furries
Évaluation publiée le 4 décembre 2019.
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0.8 h en tout
A cute, relatable game that sometimes did hit home in some parts.
Évaluation publiée le 12 septembre 2019.
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1 personne a trouvé cette évaluation utile
4 personnes ont trouvé cette évaluation amusante
13.2 h en tout (2.7 heure(s) lors de l'évaluation)
You don't play as a metal slug. Instead, you play as humans.

0/10 false advertising
Évaluation publiée le 4 septembre 2019.
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12.5 h en tout (12.4 heure(s) lors de l'évaluation)
The only game where you can dual wield sniper rifles... at least as far as I can recall
Évaluation publiée le 1 aout 2019.
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3.7 h en tout
Be careful if you have a bad PC, because it makes arm wrestling borderline unplayable.
Évaluation publiée le 1 aout 2019.
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