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RPokeman の最近のレビュー

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総プレイ時間:22.2時間 (レビュー投稿時点:14.1時間)
A drought of meaningful editions to the rougelike deckbuilder genre ends with this absolutely phenomenal gem. I'll keep my mouth shut to let you experience the "aha" moments on your own, but the core mechanic of this game really does let you do pretty much anything.
投稿日 2024年10月18日.
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総プレイ時間:775.8時間 (レビュー投稿時点:693.8時間)
Gaijin rubs shoulders with Blizzard-Activision for most incompetent game dev I've ever seen.
投稿日 2024年5月30日.
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総プレイ時間:18.3時間
More mixed than positive, but eh. Dev should just remove the "roguelike" elements wholesale. There is absolutely nothing unique or interesting about them and they do not meaningfully change your run. There are actively terrible items you can take, but nothing positive that changes how you play.

As a bullet hell its fine. Anything above normal is more frustrating than fun. Would strongly recommend the dev change all unlocks to be faster or remove the hard or higher requirements, the VAST majority of the playerbase is not going suffer through the higher difficulties, and they arent going to be happy about grinding the same bosses they've already beaten dozens of times over to unlock the different classes and items.

Game gets repetitive really quickly, which is the other reason I suggest removing the roguelike tag. You'll have seen every enemy 2 runs into the game, with some variation each difficulty increase. Combined with the fixed attack patterns of the player characters, this is once again a bullet hell, not a replayable game.
投稿日 2024年5月22日.
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総プレイ時間:32.5時間 (レビュー投稿時点:32.1時間)
You can either spend 10 minutes tickling a boss to death, or you can point blank them with the zimmermans in 30 seconds. The difference between the good weapons and the bad ones is night and day. Now, this is not exactly breaking news in a fromsoft game, but in the souls series, my broken straight sword doesn't have an ammo limit. Not only are the bad weapons bad, they are literally unwinnable in some cases. Amazing. Also ayre gives me motion sickness and continues the fromsoft trend of every final boss not named soul of cinder being terrible.

On a more serious note, the weapon disparity really does kill this game. Most of the parts and weapons, which cost waaay too much money, are completely outclassed. For a mech builder, there's very little diversity. Long range doesn't exist, hope your preferred play style is melee/close range stagger punishing. The stagger mechanic was a mistake, ricochets were a mistake, and projectile velocity needed to be higher.
投稿日 2024年2月27日.
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総プレイ時間:117.5時間 (レビュー投稿時点:42.9時間)
Dark Souls Too Many Enemies Edition. Extremely video gamey, hard for the sake of being hard. Slow and clunky, awful pc port, horrible feel, A D A P T A B I L I T Y. A bad game, an AWFUL souls game, and a slog to play through. A cheap imitation of what the souls games are.

EDIT: Every DLC boss done, first tried fume, ivory, and sinh. Game is still garbage, i'm just here to prove a point.
投稿日 2023年11月21日. 最終更新日 2023年12月4日
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総プレイ時間:69.6時間 (レビュー投稿時点:8.8時間)
Overhyped garbage.

Exploration? Why bother. There are no alternate weapons, moves, anything. Fight enemies other than bosses? Nah. No souls, no upgrades. Just speedrun through every miserable level, spam parry on boss (or firecrackers) and bam, games done.

Literal reaction time test. Thats all this game is. Theres no strategy, no thinking, nothing. Your goal is to stand in front of the enemy, hit the button to parry, and thats it. Thats the entire game. Theres a reason the sekiro speedrun is 19 minutes
投稿日 2023年11月19日.
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総プレイ時間:110.5時間 (レビュー投稿時点:2.9時間)
早期アクセスレビュー
It's been a while since a rogue-like of this quality released, especially one in its early access infancy. Even at this stage, this is probably the best rogue-like since Hades, and I do mean that sincerely.

The gameplay is everything you want out of a rogue-like: runs that feel unique, crisp controls, satisfying weapons that genuinely change how you approach each combat. The encounters are tough, assuming your build can't clear the room instantly, but feel fair and even the weakest run could feasibly clear every room hit less given good play. The meta currency does buy direct stat upgrades, but they're entirely unnecessary to complete the game, and most of your early currency will go towards unlocking the different starter classes anyhow.

This game oozes character. The art style is charming, the various monsters and environments meshing perfectly with the design choice. Well implemented references to both games and pop culture abound (the potion seller bit put the biggest grin on my face).

The only real criticisms I have are what would probably extend this game replayability from 10s to 100s of hours. First, meaningful choice. While you do have the option of choosing between two rooms, there is almost always a correct choice. Stats>Equipment>Keys/Bombs=Chests>Money>Consumable. I would strongly suggest this be changed into Hades format, where each room gives the choice between a different tier of choices (ex. You can choose hammer or boon, but not gold or boon; you would always take boon over gold) Next, equipment. One of the things that makes TBoI so replayable is getting items that change how you play the game. When I get Technology or Ludovisco, I have to start playing differently. Lots of equipment in this game are simply stat buffs. Now, while a 25% increase to physical damage is powerful, its also boring, and doesn't meaningfully alter gameplay. If equipment moved from providing stat buffs to adding passive or active effects, it would go a long way to making each run feel different from the last, beyond weapons and traits. Lastly, meta progression. Alongside adding a compendium that list all the equipment and weapons you've picked up during your runs, I'd prefer if more weapons were unlocked with souls than passive stat buffs. This gives me something to work towards beyond Get Stronger. Now, while this may seem like a long list of complaints, I'm only adding this because these are the only things stopping this game from going from a 9 to a 10.

I have not been so invested in a game doing well in quite bit. This game is a perfect blend of artstyle, gameplay, and design choice that just fits so perfectly together. Even if it were to receive no updates going forward, this game is currently a 9/10 and well worth the paltry asking price. Please, buy the game and support the dev, I can't wait to see whats added going forward if this peaks in popularity.
投稿日 2022年9月26日.
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総プレイ時間:55.4時間 (レビュー投稿時点:2.2時間)
Horrid enemy design and player feel. While the original Rogue Legacy received a very generous pass on this for coming out a decade ago, many other roguelites have long since released with superior 2D combat, notably Dead Cells. I had hoped that after waiting to repurchase for the full release, ANY of the core game mechanics would have been fixed to make this a more tolerable experience. Yet the game is still littered with countless encounters where you simply don't have the tools necessary to not take damage on skill alone, assuming you weren't instantly hit upon entering the room. In our modern, oversaturated market for roguelites, I simply cant recommend this over countless superior options.

EDIT:
So, after painstakingly trudging through the game in an effort to be thorough, I wished to revise my prior review. Rather than simply settle for poor enemy design and sluggish controls, Cellar Door Games was not content until every aspect of this game was as unfun as possible.

True to form in their early-2010's game philosophy, the grind this game presents is monumental. Ramping costs, poor gold gain (especially if you don't know how to increase it), and the utter feeling of hopelessness if you don't have the "necessary" upgrades to fight your next boss. I say "necessary" because I am well aware of the (literal) handful of people who do no/few upgrade runs to speedrun the game. For anybody outside of this upper echelon of players, the vast majority of "improvement" in your runs comes from mindlessly grinding gold. Now, the developers keep an ear to ground; by far the most complained feature is the grind, and they know it. Yet, it remains, largely because of the next major fault of this game, that being...

The utter lack of content. if this game were not so artificially difficult, it would likely be around 4-7 hours for most, depending on player skill. If you fell in love with it, and wanted to play through with every class, probably about 13-18 hours, tops. Every roguelite worth its salt these days has something to add replayability. Different item combinations in Isaac, different weapons and tools in Dead Cells, a myriad of choices and decision making in Slay the Spire, so on and so forth. Yet this game runs out of that in every way. Only a little over a bakers dozen of classes, roughly the same amount of different enemy types, and just 8 bosses, with minor variants in NG+. While I never counted the number of room types, areas feel incredibly samey from the second area onwards. I have no doubt that the grind of this game is simply an artifact of the early access nature of most of this games lifespan, as an attempt to pad play time and add artificial replayability.

Had this game come out in late-2014 to early-2015, it would likely be an 8/10 game for the time. But those halcyon days are gone, and by today's stringent standards, Rogue Legacy 2 is somewhere between a 6-6.5/10. With direct comparisons like the magnificent story, art, and charm of Hades, to the incredibly tight controls and adrenaline pumping combat of Dead Cells, I'm convinced the success of this game lies solely on the smart advertising of its publishers and the "Legacy" of its predecessor. In short, if someone had asked me if I would recommend this game after my initial impression, I would have said, "No". Now, after a full, honest playthrough of the game? "Noooooooooooooo".
投稿日 2022年5月1日. 最終更新日 2022年5月4日
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総プレイ時間:53.4時間 (レビュー投稿時点:25.0時間)
Turns every rule of videogames on its head, over and over. Far and away the best puzzle game I have ever played.
投稿日 2019年3月18日.
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