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Reseñas recientes de Trip Tucker

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Mostrando 1-10 de 127 aportaciones
Nadie ha calificado esta reseña como útil todavía
10.8 h registradas
A solid start to an intriguing universe and narrative. The characters are, well, nuns, but they have a lot of personality, and the writer obviously know how to write them in a way that is neither too serious nor too unserious. I really enjoyed the visuals and, especially, the soundtrack, the game has an eerie atmosphere to it that seems to fit the plot. Volume One does not answer any major question, so it's hard to really judge the plot as a whole, yet it is a very fun time and gets you hyped for Volume Two!
Publicada el 18 de enero. Última edición: 18 de enero.
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A 1 persona le pareció útil esta reseña
15.9 h registradas (9.5 h cuando escribió la reseña)
Reseña de acceso anticipado
Reading the negative reviews section is honestly one of the most cringe things I've ever endured. SMITE2 is better than SMITE1 in every single aspect. It's still a bit raw but it's a beta, so that's fine, the gameplay is there, the changes to gods were all positive, new maps are pretty. I wasn't gonna give a review so soon because, well, the game is not finished, but stupid people are bomb reviewing with weak, dumb or straight untrue arguments, it's absurd.
Publicada el 16 de enero.
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Nadie ha calificado esta reseña como útil todavía
10.8 h registradas
Definitely on my top 3 games of 2024 and might be a contender for favourite 3D platformer. Yellow Taxi Goes Vroom is charming, funny, extremely polished, full of references and small details. Everything about this game is so good that I simply don't know where to begin.

The gameplay is very fun and satisfying, it incorporates the best physics and elements of a car game and mixes them with splendid level design full of clever platform segments. I love how the game encourages you to experiment with the controls, you start the game with every single mechanic but you won't know about them until later on the game unless you try things out. You'll need to master every mechanic to acquire every collectable and I highly recommend doing so.

Every level is unique, with its own set of NPCs. Some levels are better than others, but they all are fun with a very well thought thematic. It's one of the funniest games I've played, mainly because of the NPCs and their dialogues, full of pop culture references and parodies. The whole big 'plot' of the game is making fun of Elon Musk, this alone tells you how unhinged it is.

I also enjoy how YTGV visually looks retro, with very cartoony sound design, but it does not feel retro nor outdated. It's so stylish that I genuinely appreciate the wonky 3D models so much, the world building is wonderfully trippy.

What else can I say? I got all the achievements, collectables and hats, and I still want more. It's your quintessential funny 3D platformer game.
Publicada el 7 de enero. Última edición: 7 de enero.
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Nadie ha calificado esta reseña como útil todavía
5.5 h registradas
Really simple game but extremely effective. There's not much to unfold here, it's one more language translation game to add to the very short language translation games list. Epigraph is definitely the hardest one I've played yet, you start with very few information and the logic is difficult to fully understand. I wouldn't be able to complete it without a spoiler-free hints guide, even at the endgame I was still a bit unsure about some of my translations. I'd place most language translation games, like Chants of Senaar and Heaven's Vault, in a somewhat cozy tier, you're able to decipher the logic with ease and slowly unravel informations knowing you're doing right. Epigraph is almost the opposite, it's a tense game and the progression is very arbitrary, you can easily go a full hour with no progress. Worth a check if you want a more challeging language puzzle.
Publicada el 2 de enero.
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A 3 personas les pareció útil esta reseña
5.2 h registradas
Genuinely fun metroidvania with 3D platformer elements and retro aesthetics. The whole game feels like some sort of lost N64-PS1 demo but with decent controls. It's a weird comparison but really accurate to how the game feels to me, I adore this retro atmosphere and it's impressive when the game is purposely made like this without feeling artificial. The level design is so much fun, I got 75% of the game done without the map because I accidentally skipped it and I was not feeling too lost. Even though I'd enjoy some improvements like achievements and more dialogues, I kinda like the unfinished aesthetic, it's very unique. The ending is a bit lame but again it is fitting, I really have nothing more to say, it's a really odd but effective experience.
Publicada el 28 de diciembre de 2024. Última edición: 28 de diciembre de 2024.
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Nadie ha calificado esta reseña como útil todavía
7.1 h registradas
A lovely retro adventure homage. Crimson Diamond almost feels like it was released 20~30 years ago, it's probably the most faithful retro experience I ever had with an indie game. The pixelart is colorful and gorgeous, the environments are great and I loved the overall level design. The game felt too quiet for me, there's a lack of background music and sound effects from time to time.

I really like the text parser mechanic and I feel like it it's heavily underutilized nowadays. I know it's laborious to implement many different word combinations, and I think Crimson Diamond did a great job, with a lot of shortcuts and words. You'll still struggle on some occasions, but it wouldn't be a true retro game without a bit of a struggle.

The puzzles are as expected, no moon logic but with a need to inspect everything thoroughly, even tiny pixels. I loved how the game branches a lot, so many non essential objectives will lead you to different interactions, and the whole final segment is very different depending on what you know and what items you collected. It is a very detailed game and I deeply appreciate it. Also, the hintbook is perfectly written, with proper spoiler tag usage and guidence for extra objectives.

The whole plot is where it all falls a bit flat for me. It's not a poorly written story and the dialogues are great, but I guess I was expecting some kind of plot twist or something, it was painfully predictable and even a bit... boring. For a mystery game, I expected some nuance or more complexity, the pacing also felt a bit off for me. My favourite part was Albert's mystery even if it was secondary, maybe because there was not a lot of evidences clearly exposing the truth. I enjoyed the characters, you kinda develop some connections with them and with Crimson as a cozy little place, but that's it.

I'd still 100% recommend Crimson Diamond if you're looking for a truly retro adventure game. It's fascinating how the developer did most things on her own and still created multiple gameplay ramifications and great details. Even if the plot was not really it for me, I'm happy I played it and I'm looking forward to future projects!
Publicada el 25 de diciembre de 2024. Última edición: 25 de diciembre de 2024.
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Nadie ha calificado esta reseña como útil todavía
10.0 h registradas
A well-rounded game that does everything at least decently. The overall story and the visuals are the best parts of In Sound Mind, it's very beautifully designed and polished. I've seen some people claim it's not horror but this is a very bad statement in my opinion, it very clearly contain common horror games elements and tropes. I don't particulary find it scary but I got a couple jumpscares, I just don't think it's meant to be scary, it's a horror game very blended with a FPS adventure.

The gameplay overall is fun, even if a bit too predictable and usual. The puzzles are non-existent, I mean, they are there, but they are EXTREMELY simple, so I'd never recommend it as a puzzle game. The pacing is pretty good, the level design is on point, even in big scenarios I felt like I was always progressing. First and fourth chapterS were my favouriteS, but the writing fully carries all the chapters. I'm not the biggest fan of the final boss, visually it is outstanding, but it was too cheesy for my likings.

I guess this game biggest enemy is expectation. It's a technically marvelous game, but it utilizes horror/adventure games tropes, the story is well written but it's not unusual nor unpredictable. It's just easy to overrate a game that is not trying to break the mold, but utilizes it with excellence. Also, the overall marketing might be misleading, it's a Horror game, but so it is a FPS adventure.
Publicada el 14 de diciembre de 2024. Última edición: 28 de diciembre de 2024.
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21.3 h registradas (17.9 h cuando escribió la reseña)
Despite playing this game in Portuguese, I've decided to provide an english review like I usually do for most games. Enigma of Fear is a game set in the universe of 'Ordem Paranormal', a RPG created by streamer Cellbit, and, although you can play the game with no context of the RPG, this was not my case, I've watched a least a couple of seasons beforehand.

It's a very ambicious indie exploration-puzzle game, fully dubbed in 3 different languages, with a big map, dozens of items to see and multiple bosses. If you consume indie games and is at a least a bit aware of the development process, this is a big project, and I was very surprised while playing it. It suffers from multiple bugs and there are a fair amount of optimization concerns out there. I had no big problems while playing, just a few non game breaking bugs, and it ran somewhat smoothly in my computer, despite it using a lot of my RAM. The devs have been receptive and multiple bugs have been patched already, if you're insecure to buy because of this, I'd suggest to wait a few weeks.

Now that the elephant is out of the room, Enigma of Fear has magnificent story telling and awesome puzzles. The characters are full of personality, the voice acting is one of the best I've seen in a game (at least in Portuguese). It's mildly inspired by Outer Wilds' progression, it's not exactly linear and you can explore the areas as you wish, but it's a lot more puzzle heavy. Your main tool to progress is knowledge, once you know what to do or passwords to open doors, you'll advance, but it's not perfectly rounded for reasons that I won't spoil.

It's crucial to play the game with little to no knowledge about the plot, there's a mystery to solve and the ending is honestly very impactful. Visually, the game is beautiful, the art is very reminiscent of the RPG style, the mix between 2D and 3D is perfectly used in the ambient. The level design is solid, puzzles are not too easy but they feel doable if you thoroughly explore and truly think for a bit. Sometimes you might bump into information or whole new areas that are not meant to be found that way, which is a bit tricky to solve because the design needs to be perfect to prevent this, something that I've only really seen a handful of games achieve. Overall, I think the game is sucessful in guiding the player when needed.

Enigma of Fear is a great game despite the buggy release, and it's a solid step forward for the Brazilian indie game market. It's a project of passion and deserves the praise for delivering an interesting experience for puzzle and mystery lovers.
Publicada el 3 de diciembre de 2024.
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Nadie ha calificado esta reseña como útil todavía
9.3 h registradas
I'm a little late to the party, I've known Chant of Sennaar since launch but I've been waiting some sort of sale even though I was pretty sure I wouldn't regret buying it full price. The only information I had was the language translation puzzle aspect, and this alone got me excited to play because one of my favourite games is Heaven's Vault, which has the same gameplay mechanics.

Even with big expectations, Chants of Sennaar got me hooked easily, the world building is very well done, every civilization and environment is pretty unique. The minimalist geometric designs really work in this game, characters have personality even though they barely talk. It's not one of the prettiest games I've ever played, but it's incredibly charming with lots of cute details, from small interactions to sound effects.

The pacing and overall level design is exceptional, you feel like you're always progressing. The puzzles are not hard, they are a perfect medium difficulty that I really enjoyed. If you pay good attention and explore, the game will reward you always, you don't need to try really hard or brute force anything. The languages use similar logic but they are different enough to not feel repetitive or too alike. I really enjoy how they match their civilization's beliefs and culture too.

There's no big plot, but getting to known the civilizations, their costumes and culture is just as good as a big plot. When you start to translate the conversations between them, they start to understand their differences or similarities, and it's very rewarding to see them interacting and things working out. It's so wholesome! However, I'm not a big fan of the 'true ending', I feel like an omnipotent villain was unnecessary. I'm not against the use of an advanced technology civilization, but there was no need for a villain here in my opinion.

Overall, Chants of Sennaar is a solid cozy puzzle game, if you really dig the translation concept and old civilization atmosphere of the game, then it's one of the best out there.
Publicada el 1 de diciembre de 2024. Última edición: 2 de diciembre de 2024.
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A 39 personas les pareció útil esta reseña
677.4 h registradas
The gameplay of Marvel Snap is amazing, but the way the company has gaslighted the playerbase implying they are aware of the bad card acquisition and are planning to fix it is killing the game. Today, we got news about the new series drops, and it was >very< bad.

The game heavily utilizes FOMO, in a way that leaving the game even for a month makes it very difficult to catch up with the meta. Currently, there are at least 3 season pass cards that cannot be acquired via the Spotlight Cache system (the 'free' way to get cards) for the next 3 months (and they are already a few months old). Certain S5 cards are taking 5 months or more to cycle again, and since the other way to acquire cards is using a currency that is very rare (up to 3+ month of hoarding to get a single S5 card), the player is left with no choice but to pay to get this currency.

The meta shifts very fast, they are constantly changing cards, in a way that, when you're finally able to get or buy a meta S5 card, it might already be nerfed. They also utilized a very sketchy technique multiple times, consisting of placing a strong S5 card in a Cache, just to nerf/rework it after the Cache is over, or drop from S5 to S4/S4 to S3, so people would spend resources on the system to acquire a worse card, sometimes even killing the card completely. This happened so many times already that people started to predict nerfs correctly.

The monetization is very bad, but I don't really care if there are 100$ dollar bundles for a variant, it's only cosmetic. The problem is when you can't acquire most new cards even if buying season passes. To survive in the game, you'll need to really plan your currencies usage, stay tuned to Cache datamines, it's so much effort to minimíze a problem that souldn't exist.

As much as I love the gameplay, the new series drop indicates that the devs are not willing to fix the card acquisition soon enough. Took me 8 months to be S3 complete, and while at the beginning was fun, I feel like recently I was playing just because of FOMO and way too much money/time invested. I've decided to move on, and I don't recommend starting right now because you might regret later like I did.
Publicada el 25 de noviembre de 2024.
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Mostrando 1-10 de 127 aportaciones