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Ostatnie recenzje napisane przez użytkownika Ariadne

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Wyświetlanie 11-20 z 33 pozycji
Według 2 osób ta recenzja jest przydatna
19.0 godz. łącznie (15.0 godz. w momencie publikacji recenzji)
This game is fun, especially for those who want to get an impression of how programming is done. You will miss the features of high-level language on this one as the game uses a language closer to (uh...an English-friendly) assembly language.

Every challenge is done with minimal keywords provided to you. For advanced players, you can take on the optiziming challenges available for each level. It's truly an awesome brain exercise. The game has cute puppet like graphics, nice casual BGM and easy instructions.

TL;DR: This game is awesome for programmers and non-programmers alike!
Opublikowana: 2 lipca 2016.
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Według 3 osób ta recenzja jest przydatna
3.9 godz. łącznie
Played this on Desura before. Short VN with a twisted plot lol. Not all that great but not all that bad either. Love that the included Japanese audio on its Steam version.

Thumbs up for the creepy awkward waiter.
Opublikowana: 1 lipca 2016. Ostatnio edytowane: 1 lipca 2016.
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Według 62 osób ta recenzja jest przydatna
Według 1 osoby ta recenzja jest zabawna
28.6 godz. łącznie
Recenzja wczesnego dostępu
This is a review coming from an avid KF1 fan. I loved KF1 so much that my friends and I bought KF2 the first chance we got. The hype was real and we were so excited. Unfortunately KF2 did NOT deliver. Everything I loved from KF1 was missing in KF2. Here I list my comparisons between two games:

First, with KF1 you can reach max levels on all perks at around 400-600 hours mark. With over 1800 hours gameplay on KF1, I continued to play KF1 simple for its replayability. Having max levels doesn't necessarily ensure a win and strategy most often comes into play especially on higher difficulties. Certain perks play certain roles and certain zeds need to be killed by certain perks for efficiency and minimal losses. With KF2, I find that perk roles are more blurred and that almost any perk can kill any zed. Any perk can also heal from a distance. KF2 feels less strategical and more about luck - relying that you don't meet some unfortunate spawns in front of you as your run around the map. The fact that doors don't respawn each wave almost entirely eliminates the ability to camp at the same spot (but the green welding effects look nice though). Some people may disagree but that's fine. This is my opinion. I love that in KF1, you are able to hold camp spots till wave 10 and strategically eliminate threats like scrakes from wave 5+ and fleshpounds from wave 7+. Whereas in KF2, I see most people running around - it feels like every map is KF-Farm.

Second, KF1 trader really gives the players the apocalyptic feel. You see the trader is just like any other human trying to survive and make enough money to survive the apocalypse. While on KF2, you are met by a computer trader in place of KF1's human trader. If it was a digital trader, why would you still need to "find" the trader after each wave? With technology, you should be able to access any digital interface anywhere - ANYTIME. Why would you need to wait every end of the wave to access the digital trader? I understand that the human trader needs to "close the shop and find a safe shelter" while the wave is ongoing but "shutting down" a digital trader will not save it from getting sawed off by a scrake. Besides, many games have already implemented digital "shops" into their game. Having a digital trader is another reason why KF2 is less special compared to KF1.

Third, KF2 leveling feels so much faster than KF1. Now this is purely subjective as some people hate the grind. But watching someone go from level 0 to 25 in a few days wasn't something possible in KF1 unless you play on custom maps. But personally I liked KF1 leveling much better as it really forces the players to learn to play the perk before being awarded max level. By the time you are legitimately level 6, you would've experimented with all the guns and know which ones you prefer to use. You can definitely tell which player speed leveled their perks by the way they play, use their guns/dosh and how they keep themselves alive.

Fourth, spawning with guns on low level perks is outrageous. What made KF1 so satisfying is the reward that you get to spawn with a weapon or armor at level 5-6. Spawning with weapons other than the default pistol and knife at low level perks is like starting a sandbox game or mmorpg and being given free midgame to endgame tier items. The essence of being a newbie is gone. The challenge and thrill of climbing your way up is gone. You no longer start from scratch. On top of this, when you die you don't restart with 100-200 dosh. You respawn with 1000+ dosh, which typically is enough for you to buy 80% of your items back - or more if you happen to drop all your guns. So in reality, you don't get punished as much for dying and players don't feel the importance of not dying as strongly as in KF1. In KF1, once you die, you must face the consequence of losing a portion of your current dosh (and not spawn with more dosh) and lose your guns. This is why teams in KF1 do their best to keep everyone alive. This is one of the reasons why KF2 has turned into a boring FPS game IMO. Oh yeah, did I forget to mention that weapons are scrambled into different perks? Machete is a support weapon and vlad is a zerk's and katana isn't belonging to any perk. Hmm.

Finally, the addition of a slasher is more frustrating THAN challenging. If you are running away from a horde of zeds, you wouldn't want a zed to forcefully turn you around. One slasher is not much of a nuisance but when there is a slasher in front of you and behind you, they just keep turning you around back and forth that you can't even shoot them without losing a good number of ammo. This aspect of the game makes me so dizzy and makes me hate the way KF2 turned out to be. Also the siren on KF1 is much better than the one on KF2.

TLDR: Overall, KF2 had too much hype but it was a disappointing sequel to KF1 in my opinion. The graphics upgrade is not exceptional - I personally don't mind if they kept KF1 graphics. SC and FP on KF1 looked way better than the ones on KF2. The characters also don't look impressive at all - so do other cosmetic items. The impersonal trader is also not impressive. There is no post-apocalyptic feel to any of these maps. This game is just like L4D2, running around killing zombies yet never reaching safezone unless you kill them all. You don't feel like a team on an extermination mission. It is less strategic than KF1 and lots of running. Very boring to play - I can't even get past 50 hours. Quick to level, you get spoiled with guns right from when you start your KF2 career. KF1 didn't need a sequel anyway. It was still an amazing game even when KF2 came out. After trying KF2, I found myself returning back to KF1. If this was a YouTube channel, this is the point where I hit unsubscribe.

FYI, some positive observations I've seen on KF2:
-nice welding effects
-more perks to choose from
-addition of perk benefits tree is a brilliant idea
-ability to choose levels of gore
Opublikowana: 6 kwietnia 2016. Ostatnio edytowane: 6 kwietnia 2016.
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Według 3 osób ta recenzja jest przydatna
156.6 godz. łącznie (35.8 godz. w momencie publikacji recenzji)
Craft The World is a survival sandbox game. At the beginning of a level, you are given a single dwarf with no skills to boss around. After certain milestones, your population increase one by one. This game is challenging and frustrating at the same time. I had to fail and retry over and over just to finish the first level. This game is not really about building but more on survival. There are some cave explorations and boss fights to do but they aren't the highlight of this game. Resource balancing is crazy tough and you would really have to be very frugal with how you use each one of your resources. For instance, not all my dwarves had the best pickaxes but only the professional diggers (even though they all dug at some point) or not all my dwarves had the toughest armors unless they were melee fighters. Dwarves running out of food or lacking sleep can easily cost you your base that you've worked hard to build up. There is a goal to this game though: open the portal to the next level. The parts of the portal are scattered underground and you typically would have to defeat an end-game boss to acquire those parts. I believe there are 5 levels - all in different setting but the same repetitive task. Overall, this game was fun because of the challenge behind it but after defeating 1 level, I don't think I'm up to do another one again. It is much too repetitive and the dwarves move so agonizingly slow. Getting things done is an epic pain. While this wasn't entirely boring, I'd recommend anyone who wants to try this to buy it on sale.
Opublikowana: 24 stycznia 2016. Ostatnio edytowane: 24 stycznia 2016.
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Według 3 osób ta recenzja jest przydatna
6.6 godz. łącznie
You get to be a botanist who breeds plants with different genetic makeup. Your goal is to unlock all plants after Day 13 as well as complete 4 challenges to win the World Fair. You earn money from selling plants as well as spend money on buying new plant species and paying your landlord store rent fee. This game is about financial management and space management. Though this game is fairly short, it was quite entertaining for its price.
Opublikowana: 13 listopada 2015.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
5.3 godz. łącznie (2.9 godz. w momencie publikacji recenzji)
Checking out the trailer of this game, you'd think "Oh, it's just like that GodFinger[en.wikipedia.org] app!" GodFinger and Reus both allow you to manipulate your world as a deity and watch how your people will react to your actions. You can make land formations or cast down destruction. However, unlike GodFinger, Reus is more of a strategy and puzzle game. For me, this was a disappointment as I could not build entirely what I wanted as the quests expected something else of me. I probably will not pick this up again anytime soon.
Opublikowana: 3 marca 2014.
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Według 1 osoby ta recenzja jest przydatna
15.7 godz. łącznie (8.2 godz. w momencie publikacji recenzji)
Recenzja wczesnego dostępu
7 Days to Die is a zombie-survival first-person shooter game that incorporates a mining and crafting system akin to Minecraft. During daytime, zombies walk half your speed but during nighttime, they run twice your speed. Punching them with your bare fists can take several hits so if you are being chased by a horde of them, you are most likely doomed. The map is surrounded with greenish nuclear fallout zone to prevent players from going beyond the perimeters of the map. You start off with nothing and you try to gather as much resources as you can from trash and abandoned cars and corpses. You can craft items and disassemble items that you found around the map. Crafting system is similar to Minecraft but with a larger crafting grid and a recipe guide on the side. Unlike minecraft, simply building yourself a shelter doesn't protect you from the zombies. They CAN destroy blocks and will eventually get to you if you aren't constantly improving your defenses. Possibly one of the most frustrating part is that you have to gather materials and build faster than they can destroy just to keep them at bay. Starting a base is not as easy as you'd imagine and therefore, it's advisable to take shelter underground. Mining is an essential part of the game as this is where you get many important resource materials. There's a physics system in the game such that you wouldn't see a floating dirt block mid-air as you would in Minecraft. Also, certain materials will crumble down on your head if they aren't supported properly. As of alpha stage, you can gather iron, coal, lead, potassium nitrate, brass, stone and clay.

Would I recommend this game? Yes, I would. This game is quite fun and can be addictive. Stabilizing yourself will take a while but hey, where's the challenge if you can have it your way on day 1? Just a heads up: there's quite an issue with running this game on 32-bit architecture and therefore I'd suggest you play it on 64-bit only. The game is in early alpha stage and is still quite buggy but definitely seems promising. The developers are said to be slow at progress but game-idea-wise, it has so much prospect.
Opublikowana: 26 lutego 2014.
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Według 3 osób ta recenzja jest przydatna
25.3 godz. łącznie (22.1 godz. w momencie publikacji recenzji)
Recenzja wczesnego dostępu
This game is a PVP and/or PVE survival game where in you gather raw materials around the map to make your tools, your shelter and your food. You might think this is the realistic version of Minecraft but it's hardly similar. The crafting system is closer to Terraria, wherein you simply gather a number of ingredients and craft your item for a certain duration; no crafting grid at all. It is not voxel-based at all and you don't just chip off a block from the world like how you would do in Minecraft. You whack at trees and it simply registers as you gathering (1) wood (but trees won't collapse down after you gather all of its wood). Which brings me to my next point: there is no underground mining. In fact, you get your metal and sulfur from whacking rocks that randomly spawn around you. If you're into the idea of mining, this isn't the game for you. Also, this game only comes in multiplayer so if you ever want to play singleplayer, it won't happen unless you got a server of your own. As of now, server hosting is not widely available to everyone and therefore, you'd most likely end up on pub servers. If you are starting in a new server, players would be your bigger threat than surviving the night. Players who started earlier than you tend to have more advanced tools and weapons and would not hesitate to kill you on sight. It doesn't matter if you can see them or not. If they can see you, you're going down; after which, they can loot your items. Lastly, Rust implements a decay system wherein your built structures will decay within a certain amount of time. This is to prevent the server from overloading with hundreds of houses being built and abandoned by inactive players. However, this system forces the player to log in regularly to reset the decay timer and retain their houses. Ideally you'd want to log in a couple times in a day to give allowance for any server maintenance and at least once a day. I find this rather demanding as I cannot just leave the game and pick it up again later. But it is still alpha and perhaps later, when players are able to make their own server, they can disable the structure decay.

Would I recommend this game? I'd say yes. For a game in alpha stages, it's quickly evolving and improving. I easily went through hours just playing this. There's a constant thrill and unending race between players to gather limited items from radioactive sites and to get technologically advanced while keeping your opponents from getting ahead of you. It is quite stable and much less buggy than 7 Days to Die. A tip for starting players: know the map beforehand. Running around clueless will be quite challenging and possibly even frustrating.
Opublikowana: 26 lutego 2014.
Czy ta recenzja była przydatna? Tak Nie Zabawna Przyznaj nagrodę
Nikt jeszcze nie uznał tej recenzji jako przydatnej
Według 1 osoby ta recenzja jest zabawna
0.7 godz. łącznie
They said this game is like Sims in which you control the characters in a house but at the same time you are the Ghost Master who tasks your minion ghosts to scare the living crap out of your visitors based on their character/personalities. I would say I expected more from this game but after playing it, I realize this game has bad graphics, bad level-transitioning and a painful gameplay. It is nothing like Sims and probably not worth my time.
Opublikowana: 15 stycznia 2014.
Czy ta recenzja była przydatna? Tak Nie Zabawna Przyznaj nagrodę
Według 2 osób ta recenzja jest przydatna
Według 2 osób ta recenzja jest zabawna
0.9 godz. łącznie
When I heard so many positive reviews about this game, I went on to buy it and see if it really was as fun as they claim. Sadly, this game doesn't entertain me at all.
Opublikowana: 15 stycznia 2014.
Czy ta recenzja była przydatna? Tak Nie Zabawna Przyznaj nagrodę
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