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A apresentar 31-40 de 66 entradas
2 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
11.8 hrs em registo (10.8 horas no momento da análise)
Looking over the description, you know what to expect. A simple, good looking, admittedly clucky but still fun isometric game with just at liiiiiiiiittle itty bitty bit of kinky humor, conversation, core plot elements, enemies, attacks, ect... just a bit. just a tiny little bit. won't even know it's there. I promise.

Aside from the arrow keys it's a two button isometric exploration game with a heavy empasis on inventory managment as you go through a simple gameplay loop: Talk to villagers (preferably from the front), get information about nearby areas to explore, explore, level, gain money, get achevos, complete the occasional quest, return to town/go to new town, repeat, and along the way, maybe, just maybe learn that it goes a little deeper...

It's a classic, tried and true method of making an enjoyable game along with it's own flair added on top, and done well. admiteddly it's not perfect though. as I said there's a level of cluckyness to it all. the isometric view can screw with your perspective and leading to you missing attacks you swore you hit. dropping items from your tight inventory have a habit of being picked up again on accident, the two button combat can feel like a drag after long enough.

It's a nich game that I wouldn't recommend to everyone, but if you like isometric games, have the patience to deal with it's flaws, and are maybe just a liiiiiittle bit thirsty for monster girls, you'll enjoy yourself with this one. and at 10 dollars, it's worth the average 15 hours you'll spend romping through this lewd little land.


Remember, talk from the FRONT. Not from above, and certainly not from behind.
Or do. I don't judge.
Publicado a 2 de Agosto de 2019.
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Ainda ninguém achou esta análise útil
1 pessoa achou esta análise engraçada
1,923.8 hrs em registo (769.9 horas no momento da análise)
Got this game back when it first released on steam, aaaaaaall those years ago, back when it had just gotten out of what was it's proof of concept phase, and as such I probably have some nostalgia. Keep that in mind as you read, I suppose.
Been playing on and off again, and I still do, and while I have seen everything there is to see, and have at least dabbled in everything their is to do, and even though I have a loop of what I do whenever I start a new run just to get myself started, it's still fun to jump into for a few weeks now and again, update my old runs, maybe start a new one and test some things out, simply because it's just so, unique a title.
You see, as far as RTS go, I've, never encountered something quite like Kenshi, something so all-encompassing and touches on so many styles of the RTS genre while still feeling like it works.
It's also one of those games that clearly respects it's players. It pulls no punches and failure is something you have to learn to accept as you go through the learning pains, and even well beyond that. You will always be learning for each individual unit, as you will always, at least for a good while, be forced to make hard calls as you try to learn how to find a foothold and begin your personal rise to power.

It has it's issues. it has some major issues that should really drive me away. It's so poorly optimized and strains everything I've tried to run it on over the years, once in a blue moon a save file will loose it's player structure data on loading and all your personal buildings will be lost till your last manual save, the like. And yet, somehow I'm willing to accept those issues and continue showing this game love regardless. I can't say why. I honestly don't know. Maybe that's a mark of quality gameplay, maybe I'm just a masochist.

I'm sorry I can't give a quality review when it comes to pros and cons. I've never been good at that, just describing the feel, the mental expectations.
All I can say is, avoid spoiling yourself and falling back onto guides for as long as you can. A large part of the joy in this game is largely in discovery. Respect that, and you will get the most you possibly could from your purchase. If I could wipe my mind from how Kenshi works, and experience it from scratch again, go through the emotional roller coaster that comes with the struggle to master the game, I gladly would.
Publicado a 24 de Maio de 2019. Última alteração: 26 de Junho de 2023.
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19.7 hrs em registo (5.9 horas no momento da análise)
Imagine, if you will, a wonderfully made three course meal. An appetizer to warm up with yet leave you ready for more, the main course to do the work of being the main point of judgement for the meal, and a dessert to to end on a relaxing positive note.

This game does a wonderful job of filling the dessert's roll. Not something I'd actively go for for the fun of a gaming session, but absolutely wonderful to play when winding down for the day. Funny, but not annoying, agitating without being infuriating. Relaxing without feeling lazy. Failures without the blame.
I don't know. Its just a great game to play when you want something less intense, and don't really care about the end goal as much as the zen of getting there.

Just remember, doing everything else your going to cause more, so fluids and ash are always cleaned up last.
Publicado a 16 de Maio de 2019.
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3 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
6.4 hrs em registo (4.7 horas no momento da análise)
Lets talk about fear.

It really isn't given the respect its deserves. despite how much we, as a species has changed, from the times we lived in caves where we had to fight, fist to claw for food, this is one of the incredibly few things that have remained the same since times prehistoric.

I have not spelt much time with Darkwood and yet in such a short time, I've come to see so much that does an exilent job of building suspense, fear, worry, anxiaty, paranoia, in ever escelating levels. watching the lootable supplies avalible to you dwindle day by day as your forced to use ever more, knowing that that second by second night is creeping ever closer, watching as fuel for your generator grows more and more scarce, pretty typical stuff for a horror game, but when line of sight, lighting, everything plays such a large roll, when doors open on their own, when you hear traps being set off, when lamps flicker and at times short out, and my god when I watched something start pushing the wardrobe that was blocking a hole in the wall, this game has a way of genuinly terrifying you.

And feat is a wonderous emotion. One of the most primal ones out there. This game will give it to you in spades.
Publicado a 1 de Novembro de 2018.
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2 pessoas acharam esta análise engraçada
7.3 hrs em registo (4.1 horas no momento da análise)
I've got two complaints in that it's unsatisfyingly short, and that some of the bad ends almost point for point mirror others but hey, thats forgivable.

This is a charming, lighthearted, sexi, cute, hot, unpredictable visual novel that keeps you wondering what could possibly happen next. I'd love to gush onto some of the suprises that await you, but I cant do so without spoiling, and that would be a huge disservise to anyone reading this.

The story is simple, though anything but predictable (unless your metagaming and looking up spoilers you naughty thing you), and very hooking. There are times things are shaken up a bit with timed multiple choice options that require you to think fast, though fortunatly should you screw up and are faced with the cute little game over screen, you can simply turn back time to your last choice to explore other answers for another choice.

most of the obvious bad choices come with an equilly silly outcome, as entertaining as you would hope. some not so much but nothing I've seen is particularly dark. even the one ending where you drown in a particularly dry and overgrown stretch of wood. Meanwhile the good endings i've seen so far are not only satisfying, or downright nonsensical.

In short, 9 outa 10, worth every cent. Would massage butts again.
Publicado a 1 de Novembro de 2018. Última alteração: 1 de Novembro de 2018.
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Ainda ninguém achou esta análise útil
33.0 hrs em registo (15.9 horas no momento da análise)
Análise de Acesso Antecipado
It started hard to appreciate. but then came a moment things just clicked, and when I had my first idea for a killer deck, seeing it come to fruition, seeing every last enemie that used to make me struggle suddenly fall with ease I'd of otherwise never thought possible, that taught me that the sense of accomplishment was what it was all about.
Publicado a 2 de Outubro de 2018.
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Ainda ninguém achou esta análise útil
1 pessoa achou esta análise engraçada
0.7 hrs em registo
Análise de Acesso Antecipado
This one showed potential, it really did. I don't regret supporting it as it could of worked
But, It didn't.

it's still very unfinished and there has been no words from the developer for a very long time now. There's a bit of fun to be had in this game but it's unlikely it's worth the price as it is, and with what seems like no chance with continuation of work.

In short, it's abandonware at this point. I advise you keep moving.
Publicado a 2 de Outubro de 2018. Última alteração: 18 de Outubro de 2021.
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Um developer respondeu em 10 out. 2018 às 17:14 (ver resposta)
Ainda ninguém achou esta análise útil
155.3 hrs em registo (31.6 horas no momento da análise)
Análise de Acesso Antecipado
Written at 11:24PM USC, 9/13/2018
updated 12:29PM USC, 9/21/2018 to add link

Short version: Currently in a rough state and needing more variaty, but the dev genuinly seems to care, see here for proof: https://blog.creakycorpse.com/2018/09/dead-frontier-2-my-early-plans.html .
It's a faithful recreation of the core feel of the first Dead Frontier, just brought into a 3D space. currently few things asking you to pay.

So if you've played the original Dead Frontier, you know what to expect. Accept your quests from the holdout, go out, loot, level, return, sell, buy, maybe turn in your quest, repeat. For the fans, we knew it was simple, but that steady rise to power was the exact thing that kept us playing.
Now take that formula, strip the stat requirments in exchange for buffs and skill unlocks and put it in 3D. Add in multiple quests from the holdouts rather then one daily, tougher combat (for both good and bad reasons). As a reminder I encourage you to keep in mind that this game is in an early state, bordering on alpha rather then beta. as such, please feel free to apply "yet", "so far", or "for now" when I say things are lacking or missing.
Stats have been replaced with skills, no more needing to micromanage. Rather then raising your machine gun skill to use machine guns, you have (sub)machine gun specialist, raising accuracy, reload, damage, headshot damage and so on. You can still use any of the machine guns without this skill, but your disadvantaged.
On the flip side, ~~you cannot crouch, sprint, evade or kick until you have taken the coresponding skill.~~ Update; you now begin with every one of these abilities at their base strength. The skills still exist to strengthen their usage. You can take one skill per level, ~~with a level cap of 20. on reaching level 20, there is a prestiege system allowing you to reset to level 1 while keeping one skill.~~ Update; Level cap is now 30. Prestige is still a thing, however you retain your level, exchanging exponentially growing experiance points for prestige ranks. Each rank comes with a skill point.
In terms of build variaty, there is little to work with. you either have a fighter specializing in a weapon or two, or a looter/trader. There are no backrounds as in the first game, so there's no growing your own food or applying your medical expertise.
items are now divided into four catagories rather then regular, enhanced and godcrafted. Now we have damaged (with any number of stat reductions), regular (with either no modifiers or ones inherite to the item itself. IE. all sandals have a -1% move speed mod.) supeirior (1 to 2 positive mods), rare (3-4 positives), or elite (5 or more positive mods). Update; There is now a legendary teir, consisting of specific items with consistent mods, these mods can effect anything from movement speeds during any one of the forms of movement to aim speeds to how likely you are to find a specific item type (medical, ammo, food, drink, so on), so your build variaty will be far more covered by your item mods, just like the first game.

So yea. there ya go. Hope that helped. Here's a helpful little hint: feel free to scrap your starting stuff. all of it. the $50 you start with alone is enough to get you a normal 2x4 and pair of pants, and the damaged shirt you start with, get rid of it asap at the trader's scrap option. its nothing but bad.
Publicado a 13 de Setembro de 2018. Última alteração: 17 de Agosto de 2020.
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3 pessoas acharam esta análise útil
0.7 hrs em registo (0.6 horas no momento da análise)
Regardless what I do, Xinecode kicks me off after a few minuets of playing claiming suspicious software. Looked up and tried every fix I could excluding the two that seem to always work for people, that being shutting down your antivirus or reformatting your PC.

I would give you a review based on the game proper, but I can't even play, so this is all I really can say.

Never even get enough time to make a character, sheesh.
Publicado a 4 de Janeiro de 2018. Última alteração: 4 de Janeiro de 2018.
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13 pessoas acharam esta análise útil
124.2 hrs em registo (91.9 horas no momento da análise)
they have to be violating some laws somewhere, using reviews for The Secret World for Secret World Legends like they are and taking the product people actually payed for away from them. I'm willing to look past everything else as it's fairly subjective, but not only lying but having other people unknowlingly lie for you, and giving people something other then the product they paid for?

Yea, ♥♥♥♥ off Funcom. I cannot take that sitting down by that, and when you hear that from as chill a person as me? Yea, you know you messed up.
Publicado a 4 de Janeiro de 2018. Última alteração: 10 de Janeiro de 2018.
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A apresentar 31-40 de 66 entradas