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Näytetään 1–9 / 9
3 henkilön mielestä arvostelu on hyödyllinen
yhteensä 33.9 tuntia (30.7 tuntia arvostelun laatimishetkellä)
An absolutely excellent game with some problems stemming from over-ambition and focus issues. Before I go in-depth, the quick rundown is that if you like shooter roguelites and are willing to give the game a proper amount of time to learn, you will love Doomsday Hunters. If you are easily overwhelmed or like your games on the simpler side I'd wait on some updates that iron out the new player experience.

I'll quickly go through the good things but I'll mostly focus on issues I currently think need addressed. One of the main draws is the immense amount of mechanical variety, items are plenty, shooting feels good, music is great, and the game has gorgeous spritework. You are given tons of options both during and when preparing for runs that let you craft the playstyle you want and you can become immensely powerful with the right choices. Synergies are satisfying and it's fun to find something new to play with.

Lots of depth but poorly explained
The first big issue I have is that the game is very unfriendly when it comes to easing you into mechanics. You get a very basic tutorial and that's it. What's stamina? What's energy and why is it draining? How do I use my inventory? What's radiation? What's alien tech? Etc. Then you get bombarded with choices and mechanics immediately without giving the player much breathing room, which I feel could be a turn off for a lot of people. Many systems are in place but poorly explained. If these were rolled out slower and explained better I think players would be more receptive to them. Perhaps utilizing the pretty unlock rooms in a way to further tutorialize and unlock these mechanics over the course of the first few runs it would go over better for most people and ease the overwhelming nature of the game. Tooltips while mousing over things like Synthetik has would also give the player much needed info on mechanics.

Difficulty incentives and unlock pacing
The second big problem I feel is difficulty and unlocks. How both are handled is poor right now- currently as of writing this review there is no real incentive for playing on higher difficulties (universes), higher fury ranks, or using hard modifiers from the terminal by where you start a run. Outside of achievements, which you can earn even with the "easy" modifiers btw, there is no benefit to playing with higher difficulty beyond your own self-imposed challenge. I would like the game to challenge me and reward me for it. Even something as small as keeping track of what difficulty you beat the game at on a specific character would go a long way. As it stands, there is no reason to try to beat the game as other characters outside of your own curiosity. Achievements tied to this, stats being shown on what you've done, some unlocks, or even extras such as character skins or recolors tied to the difficulty you beat the game at would go a long way to incentivize challenging the player. With the current power curve it also feels like in many runs the difficulty is front loaded and gets easier instead of more challenging by the end.

This ties into the unlock system which is also very glacial after a certain rank. From level 1-30 you are bombarded with unlocks almost too fast if you do even semi-well at the game. Then after that you are grinding boss tokens and meta coins at a very slow pace. You only get one token per boss, no matter the difficulty. There are usually only two unlock chances for a new item using these tokens in-game, which cost 5-7 tokens each. You can also unlock these new items in the hub for 15, but it is extremely inefficient to do so. Note that these unlocks are where the bulk of the new things to play with are, 30 hours in and I'm at like 60 out of 300+ unlocks and only getting two per full run. So you will be playing with a limited set of items unless you grind your ass off. I think a lot of the items could be tied to beating the game as certain characters on certain difficulties too, far too much is gated behind boss tokens.

Tying this back into difficulty, why not make it so we earn more boss tokens, XP, and meta coins for playing at higher difficulties with more modifiers? This would alleviate the slow grind and actually give a reason to play on harder modes. As it stands, you can beat all universes with easy modifiers to get the achievements tied to it, then grind out universe 1/2 over and over for boss tokens which is much easier than doing it on a harder and more engaging mode. To add on to this, with the skill tree and meta progression you're only making the game easier over time but with no reason to do so if the game isn't exactly challenging. I should want to level that skill tree to be able to fight harder on punishing difficulties, but without real incentive to do so no matter how small the skill tree feels moot. If there was incentive added it would go a long way, and more generalized "hard" modifiers in the mod terminal would also become very welcome too assuming a reason for them is ever added.

Island variety
While the game has tons and tons of enemies, interactables in the environment, and NPCs to work with, I am still finding myself on the same layouts over and over. More islands would go a long way as there are simply tons of different things they could do with the existing assets to break up repetition of early islands. I also feel like the bulk of islands are too cramped for the fast paced combat. These existing islands are fine and don't need changed, but I would like to see them balanced out with more open islands added to the game. Generally the wider arena styled islands with more enemies are more fun than the cramped islands that feel more like puzzles with their corridor design and many traps.

Visually, I think some alternate color schemes for biomes or zones would be nice as well. The first few zones look about the same with next to no visual variety on repeat runs. I personally also preferred the brighter, more vibrant color schemes of the zones when the game was still called "iDracula Genesis". Now they are a bit more washed out and are less visually striking overall. Currently I think the desert area is by far the best looking as it's the least changed whereas the early zones are a tad drab now. I can look past this since they are still working with beautiful spritework but some more palettes for zones could go a long way. A blueish night time desert would look amazing for example.

Enemy design
As for enemies, I think there is too much reliance on second phases that cannot be mitigated without waiting. Things like the zombies that turn into bats or spiders are fine but the enemies who drop explosives or worse- explosives that chase you are extremely abundant in the game. I would be fine with them if you could shoot them to detonate them early but as it is now you must wait for them to explode as they are completely invincible. This just adds wait times after killing enemies or worse, cheap shots with the chasing ones especially. If I am running a melee weapon and I kill an enemy who turns into a chasing explosive I have zero options to deal with it if my jump is on cooldown. It just becomes annoying and feels more cheap than engaging. Besides exploding enemies, there are many that have phases of invulnerability you must wait on to attack them. These are never fun and there is so much of this kind of enemy design in this game, from the annoying cube enemies to the ones resembling Binding of Isaac hosts to the flesh mummy guys, waiting on these dudes to open their weak point just feels obnoxious rather than fun. All the non-invulnerable phase or explosive enemies are just so much more entertaining to fight overall.


TL;DR: Doomsday Hunters is incredibly fun but has some trouble easing new players into its many mechanics and doesn't do much to incentivize playing on harder difficulties, and has a fairly obnoxious grind that keeps you from experiencing a lot of the cool content
Julkaistu 31. heinäkuuta 2023 Viimeksi muokattu 1. elokuuta 2023.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 70.7 tuntia (2.8 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
A very fun, fast-paced FPS roguelite with a lot of potential. Gameplay is extremely solid and addictive with a lot of fun to use weapons at your disposal. So far has a solid presentation too- the comic book art-style is both cool and cute and the soundtrack has some amazing bangers.

I really think this could be the best FPS roguelite out there given some more updates, content and polish. In its current state it's a fun romp that's just missing a bit more to do. But the hook is there and its well worth the entry fee if you've been looking for a roguelite first person shooter that nails quick twitchy combat and isn't a "room clear" game like some of the other ones out there. With time I have no doubts Roboquest can be up there with the best of the best.
Julkaistu 27. elokuuta 2020
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 372.9 tuntia (319.7 tuntia arvostelun laatimishetkellä)
If you enjoy top down shooters or roguelites, you're doing yourself a disservice if you haven't played Synthetik already. This is by far one of the best roguelites out there and it will provide you with many many hours of fun once you wrap your head around the core gameplay mechanics. It very well might take a bit to get a feel for how to effectively play Synthetik, but stick with it and it will reward you with fast thrilling shootouts, immense depth, and a ton of replayability. I'd argue this game has the best gunplay of ANY top down game- guns are very punchy and the reload mechanics add a refreshing extra layer of depth, urgency, and satisfaction to combat you just don't see in many other titles. No weapon feels entirely pointless either and you can modify them to suit your needs which adds even more choice and strategy to how you approach your encounters. The online two player co-op is a great time with friends or just random members of the community.

There's also a free side expansion called Synthetik Arena on Steam which acts as a nice demo of sorts for those who are on the fence and would like to try it before deciding upon a purchase. It has a few mini bite-sized modes to play which will give you a general feel for the combat in Synthetik. Note that for the full roguelite experience, Legion Rising is still what you're after and while Arena is quite fun, it's not really the main attraction. Since I can't sing enough praises for Synthetik I'd really just advise you to try Arena for yourself if you're interested at all since it costs nothing but a tiny bit of harddrive space and your time. If you're looking for something new and satisfying gameplay is what you crave, give Synthetik a chance.
Julkaistu 24. kesäkuuta 2020
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
16 henkilön mielestä arvostelu on hyödyllinen
yhteensä 1.5 tuntia
This is one of those "if I could leave a neutral review I would" kind of reviews.
From what I've played, Burning Knight is very well put together and clearly had a lot of effort put into it. Gameplay is solid, I have yet to encounter any bugs, and I’m sure most would enjoy the game if it were in a vacuum. However, everything in this game feels extremely derivative to the point of feeling overall quite bland and lacking in its own identity. Almost every element is borrowed from other (more popular) roguelites like Isaac, EtG, Nuclear Throne, etc. You have rolling from EtG, gunplay and melee somewhat akin to Throne (though less punchy), and item effects along with room layouts that feel ripped straight from Isaac (some straight up are like the D6). Now not to say Burning Knight is bad from a gameplay standpoint because of this, but these influences it takes from other games aren't used in such a way to really improve upon them or combine them with a unique twist- aside from the Burning Knight himself which I’ll address later. The gameplay works, but it doesn't do much for me that actually makes me want to continue playing to discover what further depth there may be. I rarely have this sort of indifference to progressing in roguelites as many of my favorite titles belong to the genre. The core gunplay doesn’t really feel great; there is no heft or punch to the weapon sounds which makes everything feel like pea shooters. Swordplay is much the same, and like the gunplay it reminds me so much of Nuclear Throne in implementation. Unlike NT or EtG there’s no ammo mechanics either, which removes a facet of strategy from the whole experience. The enemies themselves aren’t all too unique, but they work. They mostly consist of animals and generic blob creatures from what I have played thus far, many of them launching slow telegraphed projectiles or running straight towards you. It works but it isn’t spectacular.

Now as far as I can see, the main gimmick that sets this game apart is the antagonist(?), the Burning Knight himself, follows you about during your run. Though all this so far equates to him launching easy to dodge projectiles at you once you take something from an item room. Perhaps something more unique with him happens, but as far as I can tell he’s nothing more than a slight bother without much wit or charm to his few lines. If the concept of him getting stronger or him messing about with your run more directly was a thing, I could see the justification of this element. I assume he may be an obligatory final boss fight otherwise. As it stands the gimmick seems half baked despite him being the titular character the game is named after. All he really does is linger about eating up screen real-estate. If this game had more of an immediate identity besides this element or just had more "oomph" to combat, I'd have more of an inclination to continue pushing forward.

The only gameplay related technical problems I think the dev can address is that there is a lack of visual clarity at times during combat- lots of clutter in the small rooms makes readability of my character and enemies poor, and sometimes enemies seem to occasionally spawn right on top of you, making you take a hit when you barely had a chance to react to them spawning in. The slime/blob creatures that jump at you also feel obtuse to dodge and tell where they’re at since they seem to raise slightly above the floor despite it being a 2D plane.

My second biggest and probably most subjective gripe is that the attempted humor feels very forced and falls flat. Humor is a bit touchy to comment on, as many have different tastes, however I do believe you can objectively rate whether something is funny or not on a quality and effort standpoint. Burning Knight has a lot of references, memes, and "steamer/gamer lingo", to the point where almost everything I interact with feels like it was pulled from other properties. Some of the first things you will encounter are straight up references from other games in an attempt to be funny. You have the quacking from Duck Game for some reason, the dungeon man in the main lobby is straight from Zelda, and tons of items I see are some sort of thrown together current pop culture reference. TNT from Minecraft, tiles recreated from Isaac, Uno’s reverse card meme, “Anakin hates sand”, the general gamey blips and bloops attempting to draw on nostalgia... I could go on and on. Plus it feels as if every loading line and speech bubble is trying to get a chuckle from me, but 90% of the time it comes off as annoying or eye-rolling to me rather than being cute or clever. I did enjoy the pictures on the walls that I assume were submitted by fans though, those were actually cute and a neat addition I can appreciate.

Normally I would look past these things, because I'm playing a game and will stay for good gameplay... but the gameplay itself feels like a giant reference too! All that put together makes Burning Knight a roguelite smoothie that isn't broken or offensive, in fact quite polished and competent, but ultimately just makes me want to play the better and more creative roguelites that are out there. Perhaps I'll revisit this game at a later point, but honestly Burning Knight right now just doesn't have much unique going for it that makes me want to keep pushing through run after run like many other roguelites do. I can’t bring myself to leave a negative review solely because it’s well pieced together and plays decently enough, despite me not really enjoying my time with it. It’s not a bad game by any means, and if you’ve never played another roguelite then I have no doubts you’d enjoy this. Its clear effort was put in and credit should be given for being a competent roguelite in the first place. I just wish I wanted to play Burning Knight more because I went in so optimistic, but came out saying “It’s alright but it copies so much that I’d rather be playing what it copies” and also just in general being irked by stale memes that will age poorly no doubt.
Julkaistu 11. kesäkuuta 2020
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
3 henkilön mielestä arvostelu on hyödyllinen
yhteensä 93.4 tuntia (91.9 tuntia arvostelun laatimishetkellä)
A fantastic co-op hidden gem with misleading advertising. The game is less of a slow-paced horror experience and more of a fast-paced Doom clone with a side of Diablo loot progression. You’ll be running around shooting hoards of demons in randomly generated levels with various pickups to gain trinkets that permanently boost your abilities and stats. A small hurdle however is that Unloved has a rough start, at the beginning you’ll only be gaining uninteresting loot/trinkets that essentially only adds +damage or +health, and there won’t be as many demons to shoot as you might expect in a Doom clone. With a bit of grinding (which is made much more fun in 4 player co-op) it eventually flourishes into letting you create fun and interesting builds that completely change the way you can play. You can become a speedy railgun wielding glass cannon or a tank that can regen health with melee, and a variety of others. With this you will also begin climbing into harder difficulties that will spawn many more monsters and the “real” game begins. If you can get past the somewhat amateur looking graphics and can endure a small bit of confusion and grinding, Unloved is a one of a kind game that definitely deserves your time.
Julkaistu 17. joulukuuta 2019
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
103 henkilön mielestä arvostelu on hyödyllinen
2 käyttäjän mielestä tämä arviointi oli hauska
yhteensä 7.0 tuntia (5.5 tuntia arvostelun laatimishetkellä)
As someone who has 100+ hours in the original Synthetik base game, I can wholly recommend this as both a good standalone expansion and as a free entryway for new players to the game. Synthetik is a hardcore top down/isometric shooter with satisfying gunplay and roguelite elements. Arena, this bite sized expansion, keeps everything that makes the original's gameplay fun but streamlines the game to focus more on short and fast enemy slaying romps while minimizing said roguelite elements. What you're getting here is a handful of unique and challenging modes that make the game feel more arcadey, while still retaining many of the unique elements and depth of the original. One thing I should note is that Synthetik does have a somewhat high learning curve for a top down shooter (both in Arena and Legion Rising), taking a bit of practice to get a "feel" for the weapon system. Reloading is a process- requiring you to eject, start a reload, and optionally hitting the key with specific timing again for a faster reload (think Gears of War). I can assure that it all pays off though to make an extremely fun and engaging game, and certainly stands out when compared to other games in the top down shooter genre. If I had to dig for criticisms about Arena in particular, I’d say that more map variety per mode and a way to implement more of the random elements Legion Rising has would be welcome. But aside from those small gripes, the game feels polished and is certainly worth the asking price of absolutely nothing but your time.

I'd like to wrap this up by saying that the devs are awesome, continuing to support Synthetik with big free post launch updates with tons of goodies to play with as well as listen to community feedback on their discord and Steam forums. Overall, I highly recommend Arena and even more so Legion Rising for sure. This is a hidden indie gem that deserves way more attention and all the praise it gets from the dedicated community is certainly not unfounded. Give it a try, it's free.
Julkaistu 22. tammikuuta 2019
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 30.0 tuntia (24.9 tuntia arvostelun laatimishetkellä)
It's the sequel to Country Justice I never knew I wanted until now.
Joking aside, it's a really great game. If you enjoyed Ziggurat or Tower of Guns you'll definitely enjoy this.
Julkaistu 30. huhtikuuta 2017
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
37 henkilön mielestä arvostelu on hyödyllinen
37 käyttäjän mielestä tämä arviointi oli hauska
yhteensä 24.5 tuntia (7.5 tuntia arvostelun laatimishetkellä)
twitter.com/kenichiro_taka/status/281205268350660609

"Boobs are life; butt is hometown."
- Kenichiro Takaki, creator of Senran Kagura
Julkaistu 1. kesäkuuta 2016 Viimeksi muokattu 27. marraskuuta 2016.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
6 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
yhteensä 2.9 tuntia (2.5 tuntia arvostelun laatimishetkellä)
Postal Redux is a fantastic remake of the original Postal. The controls are much much better overall, the new art looks great, and the new content is pretty nice too. If you enjoyed the original, you'll definitely love this version even more. Not an extremely difficult game by any means, but any fan of isometric shooters will probably enjoy this for what it is- a stupid fun "kill everything that moves" type of game.

If you're a fan of Postal 2 that hasn't played the original, you might not like this. Postal 1 is a completely different game. As well as being a completely different genre, Postal 1 is far less tounge-in-cheek than it's sequel. It has a rather dark atmosphere and is even a bit "edgy". It's still a great game, just don't expect the wacky comedic tone that Postal 2 is known for. But if you just want more Dude shenanigans in general, this remake is a must-have for any Postal fan.

I've made a video showing off the first five levels of the game. Anybody interested in wanting to know what Postal Redux is like should check it out:
https://www.youtube.com/watch?v=LXvE477oQJg
Julkaistu 21. toukokuuta 2016
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Näytetään 1–9 / 9