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3 Personen fanden diese Rezension hilfreich
3.8 Std. insgesamt
Dodge oncoming blocks and collect pellets as your circle of choice in this minimalist minigame score chaser. If you've played any of the author's other works, you know what to expect: Easy achievements and unlockable cosmetics, but at the cost of longevity - a fun diversion that lasts little more than an hour.

Pros
  • Intuitive concept, one button control
  • Progressive difficulty (speed, size, random spawn & movement)
  • Collectible powerups (bonus points, slowdown, screen wipe)
  • Rewards skill with high risk / reward play ("close call")
  • Unlockable cosmetics
Cons
  • A single game mode, no variation on theme
  • It is skill based, but RNG plays a big role in losses
  • Repetitive
  • Limited longevity / likely to shelf after completion
Likely, if you're reading this, you already know what you're here for. RTXL is an easy achievement game and prime for profile stat padding. It's best suited as a time waster whilst you queue in other games, since rounds are less than a couple minutes and it doesn't require complete concentration. However, it's unlikely to be dusted and replayed after you finish it, so keep that in mind if your goal is to get the biggest bang for your buck. Buy it on sale or in its developer bundle.

Achievement Hunters: Though skill based, relatively easy. Grind for a total of 750 points, buy all skins, get 50 near misses, and score a total of 50 points in one round. The difficulty spikes around 35+, so it will take a few tries. My advice? Don't try to get points with near misses, focus on staying alive. Chasing hazards and taking hairpin turns doesn't work well as your puck grows in size and accelerates over time. Try using the Diamo puck if you keep dying to clipping; its square aura makes it a little easier to judge distances.

~1.5hr to 100%
Verfasst am 28. Januar 2024. Zuletzt bearbeitet am 29. Januar 2024.
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5 Personen fanden diese Rezension hilfreich
5.2 Std. insgesamt
ManyLand is a 2D sandbox that goes beyond the standard pixel editor and block builder seen in similar titles; It adds physics, scripting, and composition tools to enable users to craft their own minigames, museums, or "adventures" whilst interacting with other users. Nine years from its release date, it's scheduled to go offline this month, so if you were sitting on it, this is your last chance to explore.

Many sandboxes have come and gone in the past two decades, but few have accomplished to attract a dedicated community. Manyland is a remarkable project being entirely free to play, accessible not only on steam but also by its homepage web client and its mobile store app. From the start, it aimed to be more than just an interactive pixel editor, but an interactive experience, too. Users could create not only blocks and skins, but animate them, grant them physics properties, add timing and simple scripting to create just about anything you can imagine.

Taking a brief trip into the app today, you'll find hundreds of player spaces with custom made artwork, adventures, and farewell messages. In a sense, the game serves as a time capsule, because creations dating all the way back to the app's inception are still there. Efforts are being made to back up the data; For more information see Offlineland.io and manyland.com/offlineland.

For all of its strengths, Manyland also faces weaknesses. The biggest is that the user interface is difficult to unravel. Sure, the game provides helpful links and a tutorial space, but it's absolutely a product of its time: tiny fonts, microscopic buttons, half opacity icons, excessive spacing in text posts, lack of tooltips. It's complicated, and requires the user to take time to read, study, and experiment with its features. Perfect, perhaps, for a schoolage child sitting on a bus ride, but likely to lose the attention of the average tiktok crowd today. Content moderation is no small task, since free to play invites some less favorable company; On the very first page of forum posts an inappropriate comment or two can be found.

If you enjoy a trip down internet history, pixel art creations, or interactive chatrooms, give this a go. From the looks of things, the majority of the content will be backed up and viewable later using the aforementioned links, so even if you find this page too late, you may still get a taste of what was. Cheers to dedicated developers who kept this alive long past the server fees allowed, and best wishes to whatever projects come next.

Achievement Hunters: ~30 mins to 100%. Simple, but not straightforward tool and task based achievements. Luckly, one user has made a very easy to follow guide on how to unlock them all. Make sure to thank them for watering it down so well: https://steamoss.com/sharedfiles/filedetails/?id=2117662721
Verfasst am 6. Januar 2024.
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83 Personen fanden diese Rezension hilfreich
10 Personen fanden diese Rezension lustig
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6
387.5 Std. insgesamt (125.5 Std. zum Zeitpunkt der Rezension)
MY HERO ULTRA RUMBLE is a battle royale based on the titular manga series, and while it does its best to emulate the source material and encourage teamplay, fails to stick the landing. For a number of reasons detailed below, you're not missing out to skip this entirely.

Normally, I'd wait to complete a game to write a full review, but there are so many issues with this game that test my will to continue, I feel compelled to provide feedback to the developers should they still attempt to correct course. Let's get right to it:

Pros
  • Captures the essence of the anime with crisp cell shading and environment
  • A variety of character choices that vary in offence, defense, mobility, recovery, and status effects
  • When coordinated, rewards team play with strategic character synergies
  • Offers a variety of cosmetic options via lootboxes and currency grind
  • Up to 24 player chaos
Cons
Hold my beer--
  • Dripfeed content. As of writing, 20 characters with 11 datamine leaks confirmed. Only two maps as of Season 3, swapping on the hour. New characters are locked behind gacha, old characters become buyable with currency earned from repeat pulls on gacha, but only with season changes (months wait). New movesets for old characters, so even if you have them, you have to pull all over again. As of this update, movesets have yet to be obtainable outside of gacha.
  • Slow to patch bugs, balancing issues. Many bugs that were game breaking remained untouched for months, and as of this update, some still exist. Civilian rescues don't always work on the first try. There's an exploit to perma-stack card buffs posted to youtube and works. Invincible toga exploit when copying and using mirio's power with a timed input. An infinite Iida Gamma was fixed, and now nearly nobody uses him anymore. Balancing is a mess; when new character movesets released, some are incredibly overpowered (which seems intentional, to promote lootbox spending) before nerfs later. Controller gets auto-aim which leads to hitscan abuse, even on PC. Some assault characters get laser alphas that let them shoot immense distances and even behind obstacles, resulting in grossly overplayed meta (bakugo & midoriya guaranteed every game).
  • Greedy and painful gacha, mediocre cosmetics. The gacha costs about 20$ for a 10 pull. Each pull earns points that can be redeemed for guarantees within the banner. If you have the worst luck in the world, it will cost you 400$ to redeem ONE character of choice on the banner. Of course, there are many free tickets and premium currency handouts, but you must stockpile enough for 20x10 pulls or you will not get what you're aiming for. Why? Because the mercy points for banner misses reset every banner. That's right, you can waste 100$ or more and have nothing to show for it on the next banner. This is insane. As to the last point, far too many cosmetics in banners are recolors or barely-edited versions. Emotes, voice lines clutter the draw pool. In my opinion - useless. There is no motivation to pull for anything other than locked characters.
  • No skill ranked matchmaking. Newbies are paired up and against LV99 players who wipe the floor with them. Yes, there is casual mode, but it's just as populated with veterans. Despite having a ranking system, it's not utilized in any way, making it a meaningless cosmetic on your profile. Powerful players eject low level and ranked players from party if in solo queue, repeatedly seeking only equally strong experts and dominate every single match. Dying in 15 seconds from nearby spawn to these teams and then having to wait 7-10 minutes requeueing is a powerful motivation to uninstall the game.
  • Poor communication tools, nonsensical censorship of text chat. Are you a solo player? The game has a chat, but it blocks anything that partially spells bad words. For example, Hola contains Ho, so you can't say that. It's a matter of trial and error to figure out what's allowed. Microphone users have a big advantage, and almost no one uses it in random matches. Even if you try, you may find non-english speakers you can't communicate with.
  • Miscellaneous - Lack of crossplay, confusing currencies, awful user interface, lack of incentives. Crossplay was non-existent on launch and still hasn't been added. As it stands, the player population is a fraction of the game's launch: 45k -> 1.3k as of update, a 97% drop. The game contains way too many currencies: Gold, crystals, hero souls, R/G/B keys, agency points, event gems. All you need to know is that they buy more useless cosmetics, including loading screen pictures. The game's UI is terrible - giant bold buttons with screen spanning fonts, nested menus, illogical keybinds, notification spam mail that requires opening every single message to delete it. Nonsensical "Like" ranking built around clicking thumbs up 10 times for a player, and it constantly lags, as it tries to update your clicks in real time (a popularity metric is a poor way to rank players). As for incentives? Events tease you with more chances to earn gold, R/G/B keys, agency points for even more useless cosmetics. Whoopie.

    TL;DR - It's a free to play game with some effort put in, but running too much on the coattails of the intellectual property it's based on. Functional, but sloppy. I don't know what the future has in store, but at this rate, a map recolor and a new character a month is no motivation to drop hundreds of bucks on to pay the server fees - there are far better (free) games worth your precious time. Even if you're a diehard MHA fan, you're better off buying One Justice.

    Achievement Hunters: Self explanatory / Grind. BUT >1000 hour to 100% ???

    I saved the best for last. The achievements. These are simple at first glance, but require extreme grinding.

    What grind, you ask? Primarily, two:

    1. Obtain 200 maximum score in ranked battles. Here's the deal: Scoring is heavily imbalanced. Most points are rewarded for damage dealt, KO's, survival time, and support actions like heals, items dropped (that teammates must pick up), or revivals reward less. If you play anything but offensive characters, you'll deal inferior damage and have a harder time getting KOs. As a majority support player, I hit 100 wins and not even close to that in A+ rank finishes. It's terrible: You can win the game and consistently under-score, unless you go full offense and kill steal. This is bad design.

    2. Obtain 1,000,000 gold and agency points. This latter is the REAL bottleneck. The reason to avoid this game. Agency points drop at random, with guaranteed dailies and weeklies being very tiny amounts. Agencies are teams that give passive bonuses to exp/gold that help you level faster, so it makes sense that they'd limit player earnings to avoid capping them out too fast. But, the rate you earn these is obscenely low.

    According to the forum, one player received a support ticket reply that it's "contribution points" made to an agency, and that it is combined across the entire team. This is MUCH faster to achieve, and yet, nobody has confirmed this works, some being in agencies (from the start) with millions of contribution points.

    So at this point in time, it's unclear if a) the achievement is not working or b) the requirement is 1 mil blue orbs in total. Is it a bug or a typo? In any case, this is easily over 1k hours at minimum unless they lower it or massively boost agency point income by 10x or more. It's been half a year since this was first written, and there's still no boost to these drops, nor anyone who can validate earning it organically.

    By the time you get this, you'll have long had everything else. As of writing this, I don't know anyone who has completed it.
Verfasst am 6. Januar 2024. Zuletzt bearbeitet am 27. Juni 2024.
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5 Personen fanden diese Rezension hilfreich
200.4 Std. insgesamt
Majula Frontier is an autobattler based on the EF Universe franchise. Essentially, a gameplay loop of pushing numbers higher by exp grinding, item and gear crafting, and character draws via gacha. The game requires online servers, and as such, will become unplayable sometime soon in 2024.

This review is intended to be informational, but since steam forces a rating, selecting positive because of continued developer support and assistance in making completion readily available before retirement.

Familiarity with the Majula universe is not needed, although the events of the game appear to follow after the self-titled Frontier game. Offense contains the same cheeky writing and cast of characters, who get in a few lines once in a while as your town level increases.

Briefly, the game roughly follows the following sequence:
  1. Acquire characters via daily gacha. You get two free, then two for 4 mission wins, then 2 more for daily arena participation. What you pull is completely random, not only in which character, but also in nature, skill, and weapon affinity.
  2. Complete missions to level up said characters, selecting your party composition primarily based on what skills you want to support your progress.
  3. Use collected materials to craft better gear and items to push stats higher. Both characters and gear can be further boosted by items but only to specific limits.
  4. Complete missions to unlock higher difficulties, granting more xp, more items, and better workshop rewards (a passive, timed feature that drops hard-to-obtain resources)
  5. Repeat all of the above
In this explanation, we're leaving out nuances like merging character cards to boost core rare levels, transferring natures (buff and debuff stat pairs), character skills that provide conditional boosts or resource drop rate, and the types of upgrades available, as well as crafting recipes that require unlocks. And the reason is simple - ultimately, none really seem to matter. My experience with the game is that although you're given an initially overwhelming number of options to strengthen your characters, even if you stick to starter gear and give no attention to party composition, you can still succeed.

That's the biggest criticism of the game. Ignoring the gacha element which may restrict what you have access to, it ultimately doesn't really matter who or what you use. Autobattlers do their job best when strategy is paramount to success. Whether its positioning, synergies, or turn sequence, various games in this category have found ways to be simple yet challenging. MF:TO doesn't really provide any of this. It feels a lot more like a "numbers go up" game than a proper autobattler. But that's okay, as it's a free title that's meant to be casual, not something that requires serious focus. And to be fair, autobattlers are really hard to design and balance properly, possibly right up there with TCG's.

Monetization in this game came by way of premium currency to buy stronger in-battle items, character draws, extra arena battles, and extra autobattles. That's right, an autobattler that required purchasing its core feature. There was no limit on the number of battles you could participate in, as long as you played them manually. While this is a valid point of complaint, it also served to curb player progression in an attempt to avoid huge arena imbalances, so it's understandable.

Big thanks to the developer for supporting this game right up to the end. As of right now, your daily allowance of autobattles have been upped to 5000, a number you'll never reach. Likewise, extra character draws and arena caps were increased, giving everyone a last push to completion. As someone who routinely caps games near their expiry, we don't get enough assistance like this, and it is greatly appreciated. Cheers.

Achievement Hunters: Pure grind achievements. ~150 hrs to 100%
  • Mission clears are scriptable. Crafting will depend on resources, but you'll have more than enough by mission completion.
  • Secrets refer to the unlock store. Daily chests can drop the recipes, but the primary source of unlocks come from Mystery Chests which are found randomly on missions. I strongly recommend buying the mystery key recipe to unlock these early, and trade in duplicates for more tickets as you go. Spend your tickets at the end to reach 30 needed, if you don't reach it already.
  • Arena battles are very easy as many in the arena who've finished have set their parties to weak ones. Find one and spam it.
  • Town upgrades might be problematic. Magic gems come from scrapping unwanted characters. Depending on when you start, this could become your bottleneck. Thankfully, the developer has given everyone extra character draws daily to help speed this along. Prioritize the scrapping upgrades to maximize the number of gems ASAP. You don't need every upgrade to complete this, so avoid the most expensive ones.
Verfasst am 29. Dezember 2023. Zuletzt bearbeitet am 29. Dezember 2023.
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8 Personen fanden diese Rezension hilfreich
91.2 Std. insgesamt
Modern Combat Versus is a 4v4 FPS ported from mobile, complete with unique operators, upgrades, and custom gear. For what it is, it's surprisingly decent - quickload into matches for <10 minute skirmishes, in one of four match types. However, it's dragged down by lootboxes that gate progression, and as such, pit you against overpowered players. Skill will triumph, but not without struggle; Service ends Dec 2023, after a five year run.

Unlike other entries in the Modern Combat franchise, Versus goes all in on team PvP with no grand story-line or other frills (unless you count the character bios which act as a lore dump). You begin with just one character, clawing your way through missions that reset 3x a day, earning coins (gear upgrade currency), chips (lootbox currency), character upgrade currency, and gems (premium currency). Missions are all the same: Defeat enemies, control zones, collect points, so on and so forth. Character mastery (experience) levels further award all of these things, so there's always something to be working on even if you've completed your dailies.

Its sixteen+ operators play significantly different from one another, specializing in all manner of skills like invulnerability, invisibility, teleportation, speed, wallhack, stun, and poison, to name a few. These are controlled by an always-charging special ability, whose timing can shift the lead in a match. Each can upgrade their HP, special ability, and strength via skill trees, culminating in a powerful game changing "ultimate" once everything else is unlocked. Characters are rarely guaranteed via special time-limited "events" that cost premium gems, otherwise, drop from lootboxes at a very low rate.

Graphically, the game is impressive. I was blown away by the environmental detail, which, if you really take the time to explore, contain touches that go well beyond necessary for a mobile game. Smoking pipes, gusts of wind, neon signs, holographic screens, fauna, specular reflections, environmental lighting, and lens flare looking down your sights. There is a massive sense of scale in the backgrounds, like the audience surrounding an auditorium, railways, heavy machinery, or even the sheer drop looking down from a skyscraper as you wallrun across its sides. I wouldn't have caught these details if not for rolling the sniper class, which compelled me to comb through every corner for the perfect shot.

Of course, it's not all smiles and sunshine. The game's balance is questionable, making no distinction of pairing you up against stronger players. The power scaling is layered: Besides direct character upgrades (direct damage), there is your account level, the sum total of all character upgrades, which give stacking HP and DPS percent bonuses, often the decisive factor in 1v1 situations. Some characters have a secondary weapon, locked of course to lootboxes, that flip a certain feature (firepower for fire rate, etc) to grant a competitive edge. And then there's armor - 6 rarities, 10 levels to upgrade, and grant set bonuses depending on the primary stat, all determined by RNG. The most potent of gear grants big buffs to movement, reload, HP regen, range, accuracy, and headshot damage, yielding yet another player gulf as it further separates the haves from the have-nots.

To be clear, everything is accessible as F2P. With daily devotion and deliberate grinding, you can accrue guaranteed lootboxes every day, and even earn premium currency by way of selling your upgraded armors (a level 10 one star is worth 25 gems, for instance). If you decided to pay, you could instantly obtain high tier armors and upgrade tokens, skipping a chunk of the grind. It's not quite P2W, but it's not far off.

Arriving to this game during its sunset, I experienced both worlds: A newcomer hopelessly outclassed by the matchmaking machine, one tapped into oblivion with frustrating frequency. But after joining an active, high-level clan, teamed up with devastating efficiency, winning virtually every match by a landslide - and sometimes even snatching MVP despite being half the level of everyone else. Teamwork goes a long way in this game.

Do I recommend it? With friends, yes. Squad play was rewarding and strategic use of classes can turn the tide of battle. As a solo, not really. Your chances of pairing up with capable members is a crap shoot, and the likelihood of being placed against decked out opponents is unfortunately high. Unless you can deal heavy damage or take them by surprise, you don't stand a chance outnumbered let alone 1v1 in direct line of fire.

The game has been delisted in lieu of the December shutdown; if you own it, now's your last chance to try it or finish what you've started.

Achievement Hunters: Pure grind achievements. 200 lootboxes is self-explanatory, it's possible to avail yourself of 3 mission sets a day plus guaranteed tokens up to your league cap. Chests from events also count towards this number, so it's a good idea to level 10 all low tier armor and sell them for gems to be able to afford the entry fee.

As for the rankings, despite being named after the league tiers, does not require climbing the leaderboard. It's actually tied to your account mastery, a little over 7400 stars. The only advice here is to aggressively purchase character upgrades as you can, since higher levels award more stars per victory, and thus, a shorter grind.

Good luck. ~80±20 hrs to 100%
Verfasst am 17. November 2023. Zuletzt bearbeitet am 17. November 2023.
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2 Personen fanden diese Rezension hilfreich
4.9 Std. insgesamt
FP is a free demo of the developer's paid application, Ultimate Ragdoll Game. A digital toy that spawns lifeless ragdolls in an empty void, with limited building and physics based objects to interact with. It'll occupy maybe 20 mins of attention at best, after which quickly becomes stale; The fact that valve approved its tasteless subject matter is another example that Steam has no quality control. As if one wasn't bad enough, there's an identical reskinned sister title here[steamoss.com/steamstore].

TL;DR - Spawn ragdolls and abuse them to your heart's content. The building tools are rudimentary at best, consisting of things like block, sphere, staircase, and so on. You're also given access to an assortment of random objects like a gallows, sawblade, landmine, and a blunt weapon as well as assault rifle with grenades. The dolls cannot be dismembered or destroyed, only juggled.

While the argument can be made that this is hardly the worst Steam's catalogue has to offer, the point is that it's nothing more than a "developer room" that the most basic of game engines already offer. In other words, it could very well be a slightly tweaked set of premade assets presented to the consumer as an original work. This is what I take issue with.

At least it's free. If you have any interest in Ultimate Ragdoll Game, try this first to know what you're getting yourself into. No matter how many more building blocks and weapons the game adds, there's still no actual content to entertain for more than a few minutes.

Achievement Hunters: ~1hr to 100%. Essentially an idle. Autoclicker is NOT needed, and in fact, much slower. Stack a few sawblades, build a box around them, and throw enough dolls inside. Score will passively accrue. You can turn graphics to lowest and disable damage display, minimize and run in the background for smallest footprint.
Verfasst am 23. September 2023. Zuletzt bearbeitet am 23. September 2023.
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Niemand hat diese Rezension als hilfreich bewertet
2 Personen fanden diese Rezension lustig
10.9 Std. insgesamt
FH is a free demo of the developer's paid application, Ultimate Ragdoll Game. A digital toy that spawns lifeless ragdolls in an empty void, with limited building and physics based objects to interact with. It'll occupy maybe 20 mins of attention at best, after which quickly becomes stale; The fact that valve approved its tasteless subject matter is another example that Steam has no quality control. As if one wasn't bad enough, there's an identical reskinned sister title here[steamoss.com/steamstore].

TL;DR - Spawn ragdolls and abuse them to your heart's content. The building tools are rudimentary at best, consisting of things like block, sphere, staircase, and so on. You're also given access to an assortment of random objects like a gallows, sawblade, landmine, black hole (essentially a magnet), and a blunt weapon as well as assault rifle with grenades. The dolls cannot be dismembered or destroyed, only juggled.

While the argument can be made that this is hardly the worst Steam's catalogue has to offer, the point is that it's nothing more than a "developer room" that the most basic of game engines already offer. In other words, it could very well be a slightly tweaked set of premade assets presented to the consumer as an original work. This is what I take issue with.

At least it's free. If you have any interest in Ultimate Ragdoll Game, try this first to know what you're getting yourself into. No matter how many more building blocks and weapons the game adds, there's still no actual content to entertain for more than a few minutes.

Achievement Hunters: ~2hr to 100%. Essentially an idle. Autoclicker is NOT needed, and in fact, much slower. Stack a few sawblades, build a box around them, and throw enough dolls inside. Score will passively accrue. The only problematic achievement is the peeing one, triggered by the nowhere-explained R key. It must be held down for one consecutive hour (according to dev's reply in forums, although i didn't bother to test otherwise) and it must hit a ragdoll. The remaining ones are self-explanatory.
Verfasst am 21. September 2023. Zuletzt bearbeitet am 23. September 2023.
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25 Personen fanden diese Rezension hilfreich
2.8 Std. insgesamt (2.6 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Sector's Edge is an ambitious voxel FPS with emphasis on environmental destruction, construction, and customization. In a way, it's a spiritual successor to Ace of Spades. Though imperfect, it's an impressive feat as far as free games go, and doesn't deserve its scheduled shutdown at the end of 2023. Try it while you have the chance.

It's hard to believe that Sector's Edge is a six year project, and an example of the many dedicated developer projects lost in the convoluted mess that is the Steam store. Its vision was simple: Allow players to destroy any structure, to erect walls of their own, and give them the freedom to customize their arsenal. In that respect, it succeeded. The game is very easy to play, the tutorial tells you all you need to know, and the rest comes from time and experience. And it truly is free to play - no microtransactions of any kind.

With its final update to cap the end of 2023, the game adds a host of features that seem above and beyond a free to play project. For example, to name a few: Damage scales with object mass and velocity, creating bigger craters the greater the structures felled, reverb was tweaked to differ on room size and material, accessibility features were added for the deaf (to visualize sound intensity and direction), forcefields, building presets, and of course, support for offline play with bots.

"So what's the catch?", you ask. Several; There are no disincentives to spawn camping, allowing veterans to snipe you without recourse. The fortnite-like building option can be frustrating to counter for new players, allowing coordinated enemies to push you and wall you off completely. And then there's the dual edged sword of tunneling. It's cool that the game allows you to dig through anything and surprise your enemy from behind, but it can needlessly drag out fights as you have no idea where your opponent is, busy digging his way to the center of the planet. My personal gripe: The sniper rifle has way too slow of a bullet velocity, rendering its intended purpose - far off shots - meaningless.

All things considered, you could do worse for an F2P FPS. There is a lot of heart in this one and an impressive attention to detail. I thoroughly recommend bombing the city map to enjoy wanton destruction of buildings, crushing your enemies along the way. Make sure to add it to your library while you still can, in case it becomes unavailable next year. In the last patch notes, the devs have expressed the desire to revisit it in the future.

Achievement Hunters: Complete the tutorial, win on select maps, destroy 10 explosive crates, play online match. Presumably, this may break with server shutdown, so complete it before 2024. ~30min to 100%

Additional tips:
- Make sure to touch the top of the wall in the tutorial, not walk around it.
- Single player works. Create matches for each required map, choose Breakthrough, then change in the ESC menu overlay all bots to be on your team. Idle to win.
- The crates are the ones with a glowing blue center, not the sold grey boxes. When shot they should explode. While these should be present on all maps, it's very easy to find 10 on the crashed freighter map (solid silver structure, 2nd floor). Make sure you choose a loadout with enough ammo.
- You can join an ongoing online game nearly out of time for an easy "Rookie" unlock.
- All achievements unlock after closing the game, none are instant.
Verfasst am 17. September 2023. Zuletzt bearbeitet am 17. September 2023.
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3 Personen fanden diese Rezension hilfreich
4 Personen fanden diese Rezension lustig
140.6 Std. insgesamt
While you may rightfully expect THE BUTTON to be a pure clicker, it's actually an incremental idler. Earn points, spend them for more passive point gain, rinse and repeat. Though it has some cosmetic options and leaderboard features, frankly, there isn't anything to actually do here, especially since the multiplayer events were gutted. Unless it gets a facelift or update in the future, pass.

Whether it's a Unity programming project or a fledgling developer's first effort, it's understandable that this app is rough around the edges. But the biggest issue is that it has no content. Clicking only entertains for so long, and the (sole option) fart sfx accompanying it wears out its welcome quickly. Even if the app is "for the memes," it's missing the most important element: Fun.

At least it's free, so costs nothing but background resources to run. Note that it's restricted, so it doesn't count towards profile stats.

Achievement Hunters: ~150hr idle depending on how much you invest into passive upgrades. Or cheat it with a depot, and unlock everything extremely fast. I did it the former. The hidden button achievement is on the lower left corner, and may be invisible depending on your resolution setting - make sure to maximize the app.

The descriptions are misleading: The achievements unlock based on current score when clicked, not total clicks.
Verfasst am 31. August 2023. Zuletzt bearbeitet am 10. Februar 2024.
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7 Personen fanden diese Rezension hilfreich
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If you ignore remasters and collections, MegaMan hasn't seen a proper release since 2018 (MM11). DiVE is the reason why: Capcom went headlong into mobile gatcha rather than standalone games. While DiVE has a number of things for fans to be excited about--characters and weapons across the franchises, remastered stages and soundtracks--it's severely hampered by mobile game mechanics that suck the fun right out of it, not to mention its throwaway plotline. In lieu of this version's shutdown 9/27 and the announcement of a singleplayer standalone release of it later this year, this review is written in the hopes to help you decide if it's worth your hard earned zenny.

DiVE's premise is rather simple: You (literally called PLAYER) are somehow connected to the database of Megaman game archives and recruited to clear it of corrupted data, which turns out to be our very navigator and her not-so-funny sidekick themselves. As a spinoff, it does nothing to advance the mainline plot or connect the various franchise timelines.

Does DIVE deliver an authentic MegaMan experience? Well, yes and no. Some stages are originals, but the majority are copied from mainline franchises (like the titular X, OG Megaman, .EXE transmission, ZX and Zero). There are spikes, bottomless pits, precariously placed enemies, and secrets that capture the essence of the original. The problem is that these stages are chopped into bits to fit the mobile genre. A full stage, including a sub-boss and end boss, is divided into six pieces. Each requires stamina to enter, as well as an increasingly demanding power level to deal and defend against damage.

This is where the unfavorable gatcha elements insert themselves. In order to remain viable, you need a strong character, decent armor, and strong weapons. How do you obtain them? You guessed it--RNG. It's not simply enough to roll the slot machine for a character or a weapon, you need to keep upgrading it. This means earning more copies of them, to rank them up, unlock perks, skills, and higher damage output. There are so many layers to describe, it's tiring:
  • Character/Weapon Star rank (up to 5)
  • Passive perks
  • Active perks (skill or stat modifiers)
  • Chips (boss data that acts like traditional copied weapons, always on. Status effects)
  • Cards (character/enemy data that modify damage or grant skills in combination)
  • Power, Hit, Crit, HP, and Luck stats, per weapon, capped by weapon xp
  • Randomized, rerollable bonuses for min/maxers

And that's not all. Your damage output is tied to your total power level. This number is an aggregate of everything you own--weapons, boss chips, characters, armor pieces, glossary level, and "backup drives" (% power of slotted weapons you don't use). There are discreet resources to upgrade weapon, chip, and card levels. And your ability to upgrade all of these is capped by your account level, tied to XP which you earn for clearing stages and doing dailies. You can't grind endlessly, as stamina limits your ability to do so. The game is built to force you to play across weeks to months to progress.

If that wasn't bad enough, the game even incorporates a hit stat. You read that right: Your attacks can completely whiff and do 0 damage. Imagine playing a stage well above your power level, where few hits will kill you, only to have your connecting attacks "miss." This is infuriating, especially since it's a sidescrolling platformer.

The character inclusions are incredible. This is the one thing the game does right, because it acknowledges every bit of fan service possible: Zero's black armor, Hub Megaman.EXE, bad karma Megaman Volnutt, Starforce Megaman, Command Mission's Limit Break forms, and all of the hidden power armors from virtually every mainline title. You can be villains: Various versions of Sigma, Vile, Bass, Rogue. You can be all of the ladies: Ciel, Roll, Harp Note, Tron Bonne, Iris. Special collaborations like Ryu Dr Light, Dante X, Virgil Zero, multiple Monster Hunter variants. The list is enormous.

Features we haven't discussed:
  • PVP - As expected, fall prey to gatcha powercreep, with the latest and greatest virtually dominating all others. DiVE armors can obliterate everything else, with homing + obstacle ignoring attacks, invulnerability shields, damage reduction, and debuff cleansing effects. The few who play for fun play preset matches and avoid using them.
  • Co-op - Only a handful of stages, always the same enemies and tiles. Few rewards. Highly repetitive.
  • Raid Bosses - Clan feature, damage-based rewards. Can be fun, requires unique builds to rank high.
  • Orbital Elevator - Three difficulties, increasingly hard challenge mode. Not competitive, purely a singleplayer challenge. Some bosses were so tanky, it was intended for you to play through successive characters to defeat them in a single day (shared HP bar).

TL;DR - Do I recommend MMX Dive? As a gatcha? No. But I may change my opinion when it releases as a single player experience. Time will tell. As a Megaman fan, it's a very hard pill to swallow to have your progress checked, not by skill, but by whiffing attacks and OHKO's. I despised the daily chores needed to gather resources to push the power level a little bit higher each day.

If you haven't started MMXD, and you're a casual fan, you'll be disappointed by your inability to progress, and lack of means to obtain premium currency. The daily rewards are meager at best, and with purchases shut off, you'll find yourself unable to pull on some banners (that specifically require purchased, not just prem, currency). I'm doubtful you can collect all the characters, even for established accounts. However, as the game shuts down in late September, that should be sufficient time to complete the game, if you really must see how it ends. That said, the offline version is coming, and should deliver the same experience, minus online features and collab characters.

My advice? You aren't missing anything by passing on this. Keep waiting for a real Megaman sequel, while you replay the latest collection release. (MMBN is fully on steam as of April)

Achievement Hunters: Does not require story completion, only chapter 15. However, this is entirely gear dependent. Next Dive Armor X is the strongest, spare no expense to cap it. At 3 stars, he has a perk that adds 30% damage when equipped with buster and melee. You can google tier lists to find weapon recommendations to invest in. That said, I completed with 0-star S rank weapons bio buster and muramasa, neither ideal. The best is probably ultimate buster + red lotus, which can be purchased for armament tokens but is a very long grind to afford the 5k needed to unlock each via the shop. Even sub-par gear will suffice if you can boost your power level enough.

The misc achievements are easy: Co-op is populated enough that creating a room will probably find a match. Or you can ask for help in chat. Deep elements are collectables that are hard to miss, but can be video guided on youtube. Race mode is very easy to S rank.

Winning a ranked match was the only concern for some. Personally, as soon as I had Next Dive X, I entered ranking and won on the first try - it was not even a contest. If you can't find or win a match, search for the X Dive discord or ask via in-game chat. Someone is bound to help.

~50hrs+ to 100%, if geared and rushed below power level requirements

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Verfasst am 21. Juni 2023. Zuletzt bearbeitet am 8. August 2023.
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