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Πρόσφατες κριτικές από τον constantcompile

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Εμφάνιση 231-235 από 235 καταχωρίσεις
4 άτομα βρήκαν αυτήν την κριτική χρήσιμη
2.5 ώρες συνολικά (1.6 ώρες όταν γράφτηκε)
A short but challenging shmup / match puzzle / bullet hell hybrid.

It is very rare that a shmup demands planning ahead on the fly (even the random generation of enemies is very uncommon), so this is a great game to play if you find most shmups too formulaic.

Though developed by a different group, I have to say this reminded me of Wizorb, as well as a few of Adult Swim Games' titles. If you like those things, you will probably like this.
Αναρτήθηκε 9 Μαΐου 2016.
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Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
16.1 ώρες συνολικά (14.3 ώρες όταν γράφτηκε)
Genuinely suspenseful. After a very, very close call in one mission, I could feel my heart pounding.

This game is very difficult, but also very fair - you choose how much risk you are willing to take on. But when I say "risk," note that I have never encountered a situation where the RNG seemed to blame for my failure - I either waited too long to form an escape plan, or acted rashly based on the information (or lack thereof) available.

If you like the procedurally-generated controlled chaos of games like FTL or Don't Starve, where everything is going right until you slip up and it goes horribly wrong, there is no question that you should purchase and play this game.
Αναρτήθηκε 7 Ιουλίου 2015.
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1 άτομο βρήκε αυτήν την κριτική χρήσιμη
20.2 ώρες συνολικά (19.0 ώρες όταν γράφτηκε)
Let me tell you a story. Spoilers, obviously.

When I started playing this game, my approach was to "ghost" through the levels. "Ghosting" refers to passing through the level undetected without harming anyone, as though you were never there to begin with. I reasoned that, because my character was at risk of going mad, this path of restraint would be a logical choice for them.

Then I got to a point where it was quite clear I would be unable to progress without one of two things happening: killing a guard, or being detected. Maybe once I beat the game and had more tools available I could come back and ghost the level, but with my current inventory it wasn't happening. So I killed them. I reasoned that, because killing undetected was worth far more points than not killing after being detected, this is how I was intended to play the game.

So I killed only when necessary to avoid detection. Then I killed when doing otherwise would have been inconvenient. Then I killed when I felt like it. Eventually, and before I knew it, I was backtracking across the map to hunt down a single enemy that had escaped my wrath.

Killing was no longer part of the game. Killing WAS the game. Each kill was an exercise in self-expression and creativity. Whatever the risk was for impending madness, I didn't care. I was having way too much fun.

Then I reached the end of the game, and it was pointed out to me that I had indeed gone mad, that I was hallucinating, and that it was my duty to end my life. Now, whatever amount of killing I may have done, after terrorizing a enemy to shoot another enemy with their assault rifle, it seemed MORE likely that they had at least HELD an assault rifle than that I was merely imagining them doing so. Hallucinations don't inflict real bullet wounds on other hallucinations. What's more, whatever my disposition might have been, these people had still killed a friend of mine, and they had been trying to kill me.

So I said, screw that. At the very least, you buggers will die first.

And then the credits rolled, and the epilogue was revealed.

They were right. I HAD become a monster. And now I had unleashed myself on the world. I was unseeable, I was untouchable, and I was unstoppable. I was a terror, I had been given the chance to end my life, and I didn't. And now there was no stopping me.

That this was so perfectly conveyed through my gameplay experience is a greater compliment to the developers than any words can describe.
Αναρτήθηκε 31 Ιανουαρίου 2015. Τελευταία επεξεργασία 31 Ιανουαρίου 2015.
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21 άτομα βρήκαν αυτήν την κριτική χρήσιμη
4 άτομα βρήκαν αυτήν την κριτική αστεία
29.6 ώρες συνολικά (27.1 ώρες όταν γράφτηκε)
This game has no microtransactions.

Stats-wise, there is absolutely no difference between unpaid and paid players. Every part can be unlocked by unpaid players. Making a one-time purchase(!) for Basic makes them unlock faster and Premium unlocks them all. The paid versions also allow you to save vehicle loadouts.

The mechanics of the game are very impressive. The trade-offs between mobility, defense, speed, stability, and offense seem very well thought-out, although I wish they were better communicated in the buying menu.

Strategy and driving skill play a huge part in this game. Lighter, nimbler vehicles can literally drive circles around heavier opponents, such that the heavy turrets won't rotate quickly enough to keep up, and projectile travel time means that dodging enemy fire is entirely possible at long range. Powerups can quickly tip the scales in favor of players that remember to grab them, and using cover effectively, especially with weapons that have slow rates of fire, can make a world of difference in terms of survivability.

In short, this is a fun, ten-minute vehicle brawler with lots of depth and none of the ♥♥♥♥♥♥♥♥ that plagues many F2P titles. Recommended.
Αναρτήθηκε 13 Ιανουαρίου 2015. Τελευταία επεξεργασία 16 Νοεμβρίου 2016.
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33 άτομα βρήκαν αυτήν την κριτική χρήσιμη
4.6 ώρες συνολικά (4.4 ώρες όταν γράφτηκε)
Imagine the hacking minigame from Bioshock, except that you rotate existing tiles instead of placing existing ones. Also imagine that you control Frogger, who hand-rotates these tiles while listening to techno and dodging traffic on a highway.

If you dismiss indie games as being EITHER fast, tough-as-nails platformers OR artsy atmospheric environments, I highly encourage you to give this game a shot - this is a fine example of original gameplay that requires split-second precision and risk/reward decision making. I had beaten (not gold-medalled) the single-player campaign in about 4 hours, but don't take that as a knock against the game - I preferred to play in 10-minute intervals to give my nerves a chance to recover from the frantic pace, and I haven't played much of the other modes yet.

The soundtrack by Ian Hicks is extremely well done - 7 tracks that nicely complement the setting and gameplay that are well worth purchasing and adding to your mp3 player. The 8th, which is used in the trailer, feels out of place and I've removed it from my playlist. Recommended.

Speed and precision required: Yes

Straightforward 100%: No

Soundtrack format: DLC, mp3
Αναρτήθηκε 26 Νοεμβρίου 2013. Τελευταία επεξεργασία 26 Νοεμβρίου 2013.
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