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Affichage des entrées 1-4 sur 4
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22.3 h en tout (18.2 heure(s) lors de l'évaluation)
I can't wait to play the sequel, I even enjoyed the closing credits. It is a must have in your VR library. And in case you're still hesitating: the bugs reported in older reviews seem to have been fixed.

The mad boss on speaker and the rogue robot reminded me of portal. I know that's a challenging comparison to live up to, but I would love to see that kind of humor being developed further.

Traditional game elements like the lift between levels, the way items are obtained or used and the way the inventory is managed or reset felt rather natural.
There is no manual saving mechanism. If there was one, it would also have to feel natural (like finding a closet to hide into, or sitting on a xerox?). This would also make it easier to experiment with different strategies.

I'm glad I didn't have to scavenge for credits, find a vending machine, and chose an upgrade path for my weapons. But I wouldn't mind creatively upgrade them using office supplies.
Looking for collectibles would be more satisfying if they were useful (like a level map, a 4-color pen that works, a distracting laser pointer, a roomba/drone remote, a robot rooting device, a flash light, batteries, ...). This would work well with a more challenging range of enemies.

Enemies need to be sufficiently despicable or irritating to be satisfyingly taken down. While the security robots were challenging enough, Adam was a pleasure to buck. But the chase would have been more enjoyable with an intuitive VR locomotion. Having to recenter yourself in the play area to be able to successfully teleport can break the game in a stressful situation. I would prefer to bounce back from the obstacles like in The Talos principle.

I'm glad I didn't have to engage in a fist fight: Super hot is going to cost me a new set of controller. But crouching might not be a great idea. When you back, you're likely to step on the headset cable. If you then try to raise yourself up...

Why would you spend $3000 to dab in the dark? Budget cuts doesn't put you in this boring situation. There are dark corners but always enough visible details to keep your bearings. I still think I would have liked some form of haptic feedback to be able to follow a wall with my hand and check if there was an opening, or simply a flash light to explore a possibly hidden area.

The level design has enough variation for a short game like this one. It seems more focused on allowing multiple strategies. The basic textures promote good performance and readability. Bright colors and cosy lightning contrast with the menacing guards. Some levels hint at an assembly line and a warehouse. In the sequel, I would love to explore larger versions of the assembly line, the warehouse, the boiler room, the underground parking, the cloak, the terrace, ...
Évaluation publiée le 29 décembre 2018. Dernière modification le 30 décembre 2018.
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0.3 h en tout
REVIEWS

“It’s simple, stylish, short, and pretty damn cute.”
The Indie Game Magazine

“Think Samorost but with insect bellboys and an excellent mammal cameo.”
Rock, Paper, Shotgun

“Beautiful, and yet uncomfortable and creepy. I loved the art direction of The Old Tree.”
Indie Gamer Chick

...

irony?
Évaluation publiée le 24 février 2018.
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5.1 h en tout (5.0 heure(s) lors de l'évaluation)
Excellent use of VR. I like exploration and the length of the game was just right. Requires a good rig, though!
Évaluation publiée le 18 février 2018.
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2.1 h en tout (0.8 heure(s) lors de l'évaluation)
I'm impressed by the smooth graphics and the well balanced lighting. The resolution feels higher than in other demos and aliasing is rare. Particle effects actually worked! I enjoyed just looking at the detailed gravity gun, but it lagged slightly during the last level. I didn't notice much glare from the lighting. There weren't any boringly dark areas either (I don't see the point of dark VR scenes). I wish I had more time to look at the closing level before getting crushed.

Someone needs to find a way to handle walls and cliffs gracefully in room scale VR. It's too easy to cheat.
Évaluation publiée le 12 février 2017.
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