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A 11 personas les pareció útil esta reseña
33.6 h registradas
Finding Windows Solitaire a little stale? Spice things up with the Revills' Chef Solitaire. Tackle hundreds of stages with upgrades, minigames, and a fully voice acted narrative, all garnished with professional illustration. That isn't to say it's without blemish, but for its price, it's a great value to the casual card fanatic.

Pros
+ 480 stages to complete, if you dare
+ Score doubles as currency, allowing you to purchase upgrades each 10 levels or so. Reveal face-down cards, use a wildcard, receive a randomized but guaranteed match, or destroy a random card, to name a few.
+ Complemented by a well chosen jazz selection
+ Storybook quality artwork
+ Random, infrequent minigames break the monotony
+ 3 starring each stage adds to replayability

Cons
- Other than differing layouts, dozens of levels are the same
- Stages do not progress evenly in difficulty. I hit a hard wall in Virginia, very close to the start of the game. It introduces obstacles that require a buried card to remove, and without powerups, this becomes heavily luck based to clear. These stages belong later in the game, when you have the tools to tackle them.
- The minigames lack any real purpose other than to raise additional money. If you're going for achievements, you can skip them all, since you'll raise enough money on the way.
- IMO, you can have too much of a good thing. There are so many stages, that by the time I reached another story scene, I couldn't remember what happened in the last one. Adding that some stages put multiple obstacles on the board and require almost all cards to be removed, it really becomes a game of luck to thread the needle and finish. The grind loses its fun.

For the uninitiated, Solitaire is a sequential card pickup game, where you match one higher or lower across the entire deck, ignoring suits. You have a smaller deck with the remainder from what's been placed on the board, and try to match long combos to remove as many cards as possible in the least amount of moves. This game adds the welcome twist of being able to peek at some of the facedown cards, your deck's next card, and to be able to remove a card, or use wildcards, all for strategic advantage.

As pleasant as an experience Chef Solitaire is, it definitely wore out its welcome for me. I think about half as many stages would be the sweet spot, and a more logical difficulty progression would be fair, at least in a way that presumes you have some access to upgrades. If you're a casual gamer who plays in short sessions, then this game is for you. More focused completionists will require great patience to power through this, likely needing a break from card games for a while afterwards. I know I do.

Achievement Hunters: Straightforward. You probably won't even need to read the list, everything is unlocked through play. What I wish I knew was that skipping levels is actually allowed to reach the end of the game, although you still need a minimum number of stars to unlock each state. May your grind be less painful than mine.
Publicada el 10 de julio de 2019. Última edición: 10 de julio de 2019.
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A 25 personas les pareció útil esta reseña
6.0 h registradas
If you're looking for a good point & click adventure, Apotheosis isn't it. The plot is convoluted, the puzzles lack logical flow, and the graphics are outdated. Its primary value is for collectors or achievement hunters.

Pros
+ Fully voice acted
+ Two controllable characters
+ Animated cutscenes
+ Low price

Cons
- Fixed 4:3 aspect display
- Many useless inventory items clutter your screen and throw you off track
- The puzzles aren't explained. No hint system. Have fun brute forcing the temple doors
- The 2 characters aren't utilized well. Other than obvious times they are split up, together they serve little purpose than differing dialogue options and strange tasks that only one can perform. Why do you need the male character to open a jammed drawer?
- Many missables by way of score and hidden achievements. It's not fun to hunt for them, since you're not able to skip certain scenes or click through certain dialogue.

Project is clearly an early indie attempt and it gets a gold star for effort. But these kinds of games require a strong narrative support which this game desperately lacks. It has too many exposition dumps which kill the pacing, and expects you to simply agree with the illogical leaps it forces you to take. Worse yet, it doesn't provide enough explanation for what you need to be doing, and the puzzles come down to clicking everything and trying every option out of frustration. I still don't know where the characters spent half of the game, or who double crossed who. And the ending is so abrupt, it'll give you whiplash.

Buy it for trading cards, achievements, or your personal collection. If you're looking for a quality adventure game, there are better choices available.

Achievement Hunters: Prevent hours of pain and use one of the available guides. Save often, since many points are missable. Some are one chance dialogue options, others are character specific actions or inspections. Takes about 3 hours.
Publicada el 9 de julio de 2019. Última edición: 9 de julio de 2019.
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A 40 personas les pareció útil esta reseña
3.0 h registradas
As far as free to play games go, Himno is a real platforming gem. Polished pixel graphics, soothing ambient sounds, multiple synthetic musical tracks, and finally, collectible companions with passive powerups. Its 11 achievements will take about 2 hours of your time, and it's well spent.

Pros
+ Simple controls
+ Level up unlockables (wisps)
+ Procedural levels keeps it from becoming stale
+ Teleport-enabled checkpoints means you'll never get stuck
+ Ocean & rain effects are matched by soothing water sounds
+ 11 achievements give the game direction to keep it engaging
+ It's free

Cons
- Quick inputs may result in character jumping without proper collision
- Wisps are on an invisible timer, so if you are not careful, the loss of powerup might kill you
- Some wisp behavior may be randomly bugged when moving to another district, failing to perform their function
- The level up system serves to unlock wisps, but loses any purpose after Lv19, the last wisp limit. Similarly, after district 11 there's no purpose in continuing to explore beyond grinding achievements.

Considering what you are getting for absolutely nothing, it's easy to overlook Himno's faults. Play it at your own leisure, such as while you wait for loading/matchmaking, or simply to relax when you need a mental break.

Achievement Hunters: Most are self-explanatory and cumulative across runs. Jump and Dash are pure grind. The most annoying one is the "dash rune," which are green diamonds that empower you with a super jump. To encounter one is pure RNG. In desperation I found reloading the stage (by entering the starting door) was how to spawn several within walking distance, but this could still take a substantial amount of time.
Publicada el 7 de julio de 2019. Última edición: 7 de julio de 2019.
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A 1 persona le pareció útil esta reseña
6.8 h registradas
There is not a lot to say about Edge of Galaxy. Since steam forces a rating, choosing not recommended on the basis of value and presentation, but this review is actually mized.

Pros
+ 80 levels
+ Customizable number of pieces
+ Adjustable zoom
+ 92 achievements contain many space-scapes to decorate your profile

Cons
- Obviously, all the levels are the same, just different artwork
- One music track that you'll want to mute eventually
- The colors of the pieces desaturate when set into the frame, so it could throw you off
- It's possible to lose a piece under a large group when set into the frame. There's no visible outline, and you have to click randomly to find it.
- Steam limited when this was posted, so doesn't add to profile game or achievement count

If you get it, wait for a steep sale. It's just another jigsaw generator.

Achievement Hunters: Completion achievements, and view the credits. For fastest grind, set number of pieces to lowest possible (5), it's not default.
Publicada el 28 de junio de 2019. Última edición: 24 de mayo de 2020.
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A 12 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
0.8 h registradas
A simple Unity based FPS for up to 8 players.

Since this is being delisted, might want to get the achievements now. It's not clear if it will stop working later.
1. Ricochet - fire a projectile at a wall
2. Player - Join a multiplayer match

Problem is finding someone for #2.
Publicada el 27 de junio de 2019. Última edición: 28 de junio de 2019.
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A 16 personas les pareció útil esta reseña
5.1 h registradas (4.5 h cuando escribió la reseña)
Reseña de acceso anticipado
Deck Hunter is the latest in deck building rogue-like newcomers. It juggles card selection, combos, upgrades, crafting, and a character leveling system in a way to make it feel unique enough from the rest. That said, there's substantial room for improvement in game balance and difficulty, and at present, players are only granted access to one of the game's regions. I'd recommend fans of the genre follow the hub for updates, and check out the dev's streams and videos to keep track of changes. Note: This review is based on the CU03 build.

>Watch the tutorial and 15 minutes gameplay here<

https://steamoss.com/sharedfiles/filedetails/?id=1781316435
Pros
+ Great animations & models, spirited music and sound effects
+ Upgrade cards by using them to get more powerful versions
+ Card sequences combo to give unique bonuses, experiment to discover them
+ Battles grant EXP, leveling up your character. Levels give access to better cards in the pool.
+ Craft armor from resources to give you a permanent edge in battle
+ Alchemy system lets you combine cards to gain new ones mid-battle, with inherent risk
+ Attractive user interface
+ Small footprint - around 200 meg download

Cons
- No story mode. Currently arcade style play, pure combat.
- One playable region that loops 4 times. Others are locked on the world map, for future updates.
- Every run, you are given the same weak preset deck. No deck-building at the start.
- Card upgrades do not carry over between runs. Since you have a weak deck, and monsters are overpowering with the stock deck, you may have to grind to intentionally stall battles and level up cards. This isn't fun to do every time you have to restart.
- Armor components primarily come from bosses, but may also be found as RNG chests. The thing is, if you find Area 1 too hard, you can't really grind for a piece of armor, because it requires parts from lower floors, by which time you should be strong enough to manage alone. I think this needs to be tweaked.

https://steamoss.com/sharedfiles/filedetails/?id=1781316404
- Balancing issues include:
-- Enemies appear to be at a set level of strength, getting stronger with farther nodes. For the first floor, they can use skills to completely shut you down, like stun, or change the cost of your cards to well above your energy limit. Area 1 and 2 are almost identical, but you lack the deck the first time.
--Randomized number of enemies. This is problematic for Area 1 because 3 enemies can overpower you almost immediately.
-- Shields reset per turn, preventing strategic stacking.
-- Healing cards are nearly worthless. Minor heal & cure are consumed after use (once per battle), and early enemies hit for 8~12hp each. You can't maintain your HP, even in combos. The first useful healing card is arcane barrier, providing DEF & cure, but this is random to get from battle rewards.
-- Card upgrades lose combos after evolution. You'll feel the loss of bonuses very quickly, unless you can manage to evolve them together. Worse yet, some upgrades increase card cost. Mid-battle this could brick you and end your run if you don't have anything to boost energy.

https://steamoss.com/sharedfiles/filedetails/?id=1781316361
It's worth mentioning that Deck Hunter is a one man project, so it's not surprising that it needs tweaking. But the developer is active and responding to feedback on a regular basis. Buy it if you'd like to have an active share in shaping the game's direction, otherwise sub to its updates to track its progress and decide if it's right for you.

Achievement Hunters: Very straightforward. View the tutorial, alchemize one card, and defeat all current bosses. It's highly likely more will be added as the game expands in content.

This review was commissioned by the PCGame!t Curator, updated daily!
Publicada el 25 de junio de 2019. Última edición: 26 de junio de 2019.
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A 22 personas les pareció útil esta reseña
10.0 h registradas
What is Uurnog Uurnlimited? Mario Bros. 2's fever dream. Grab everything that isn't nailed down and use it, toss it, or pocket it as you try to find more doors, keys, & collectibles. It's a lovely chaotic mess without a plot; If exploration and experimentation appeal to you, then you'll certainly be entertained in trying to find its 3 endings and scattered secrets. But that's only if it keeps you engaged long enough to get there.

Click here to watch boss battle gameplay!

Pros
+ Distinctive art in candy colored neon palettes.
+ Dynamic environments feel alive as triangular grass sways and blocky waterfalls fizzle
+ Algorithmic music responds to your jumps, throws, and explosions. It flows seamlessly between areas, like one giant mixtape
+ Grab a friend for 2P co-op (as a dog)
+ No single solution for its various obstacles.
+ A fair number of secret rooms, passages, and maps to explore with worthwhile rewards
+ Completing an ending adds content on replay (converts buildings and gives access to more treasure)
+ Decorate your hub however you like - everything is saved the way you left it
+ The train stage is great, and the boss is the best part of the game.

Cons
- No plot, no purpose. Just collect 'em all, because.
- Many of the side rooms don't contain a reason to visit: Gems and lesser items that you can soon get in easier ways
- Tons of backtracking. And most of the time it's because your precious item was accidentally thrown into a pit, blown up, or left behind as you died.
- Chaotic NPCs are incredibly annoying. They'll consume gems, grab nearby items, fire guns at you, and block your movement. None are helpful
- Your character is extremely fragile. Although you can tank 1 hit, red and purple projectiles kill you outright. When you die, you will lose what you were using at the time
- The hub room is a double edged sword. You can erase your collection in an accident when bombs or enemies get inside. Or even from stepping on a gun you were saving that pointed the wrong way. Everything is saved the moment it happens, too
- Secret shops sell their items buried, so you'll have to fork over cash just to see what's inside, and memorize them.

Uurnog's central premise is to collect things. The hub you're introduced to immediately shows all the game's creatures and an info book tells you to catch them all. Later, you'll find 2 more television rooms with a similar design - one with treasures, and another with money bags. These 3 rooms form the sole objectives of the game - collect and conquer. And it works, since the fun is both finding them and figuring out how the world works.

You'll encounter obstacles that require you to bring different laser pistols, which you'll discover serve different functions. You can even use creatures to accomplish specific tasks once you observe both how they interact and try to perform their action. Rooms are clearly marked that contain keys, allowing you to figure out where to go to advance. And there's one twist in that specific places prevent you from pocketing items, so you have to plan ahead for an inventory one-way trip.

The biggest headaches of this game are both in farming items and the inevitable backtracking that this, and deaths, create. I wouldn't call the controls loose, but it's possible to slide of platforms if you're not careful. The pistol physics are very annoying - jumping and falling conserve shot momentum, so you can't fire in straight lines easily. Prepare to die to enemy projectiles or chaotic NPCs, and often lose your gun in a firefight. And you'll probably shoot things you didn't mean to - teleporting both activated bombs and enemies which will wreak havoc in your base.

There are some really cleverly designed puzzle rooms that need you to have a good grasp of the game's mechanics. This is also a pro and a con, because nowhere in the game does it actually spell out for you what everything does. Some players could get stuck if they don't experiment fully with new items on old obstacles. It took me a little while to figure out how to pass warp gates, for example. The solution is in plain sight, but it's up to you to see it.

Uurnog lacks achievements, which is disappointing, because i think they're exactly what an obtuse game like this needs. They'd provide the perfect hint system that could gently guide the player in what to do, without actually giving away the answers. And it would grant a sense of closure to let the player know they've seen most of what the game has to offer. After finding all three endings, I couldn't help but wonder if there was more I missed. There probably is, but I don't have much reason to keep digging.

The game will run between 5-10 hours on average. There is a level editor but I didn't mention it because it appears to be unfinished. Workshop support was promised, but still not implemented, 2 years later. It's unclear if it ever will at this point.

My advice? If non-linear, abstract game and art design is your thing, grab it. But I'd wait for a sale.

This review was commissioned by the PCGame!t Curator, updated daily!
Publicada el 21 de junio de 2019. Última edición: 25 de junio de 2019.
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A 40 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
5.5 h registradas
I wouldn't describe Acre as a game, but as an interactive animated short instead, with a Saturday-morning cartoon venier. If you're okay with an hour of gameplay and little challenge, then it might be worth grabbing on sale.

Pros
+ Hand drawn animation, old school style. The environmental art is its strongest part.
+ Fully voice acted, decent casting
+ Impossible to get stuck; has a hint system if you need it
+ No cumbersome inventory, combining items, or backtracking required
+ Provides a few QOL features like double clicking to skip walking to exits, or to skip non-important dialogue
+ One of my favorite credits sequences, straight out of a Pixar movie.
+ Family Friendly

Cons
- One hour of play, not counting an extra run for achievements
- Can't skip cutscenes, most dialogue even on subsequent playthroughs. Annoying when trying to speedrun
- Little challenge. Boils down to finding what to click on to continue the story.
- Maybe 10 characters total (including animals), and it's hard to form any attachment to them.
- The shading on Lily's nose makes it resemble Dougal's, so i have a hard time seeing her as human
- Misc. bugs, see forums, but usually fixed by loading a save.

Acre's basic premise is a journey between two worlds to find a lost relative, and then to rescue a sibling. But the story is introduced so abruptly, it's as if you walked into a movie that's already started. You see the stars in action, but you don't really know them or connect to their struggles. The villain isn't fleshed out at all, nor is it clear why he needs to be hostile in the first place. And the ending, with its inexplicable Disney magic, made me shrug. So many questions, nothing is really answered.

I still recommend Acre for animation, adventure, and indie aficionados, but only if it comes at a budget price.

Achievement Hunters: Unmissable story achievements, but also a good number of missables. Some require you to repeat otherwise silly actions a dozen times, try to lose an inventory item, use/don't use the hints, perform actions perfectly on the first try, or input something you wouldn't know without having completed the game. The speedrun is actually quite easy, your biggest obstacle being the animations and unskippable dialogues. Two full plays required, unless using a guide.
Publicada el 17 de junio de 2019. Última edición: 18 de junio de 2019.
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A 18 personas les pareció útil esta reseña
1 persona encontró divertida esta reseña
14.4 h registradas
Precision platforming is a crowded genre these days, but there always seems to be room for one more. Enter Dimension Jump, the 8-bit child of Kaizo Mario and Bennett Foddy's Getting Over It, without the commentary, only gameplay. Not enough detail, you say? Well, without further ado,

Pros
+ A sizable 90 levels to complete
+ Challenge seekers will enjoy the difficulty ramp
+ Various mechanics to master: Dimension shifts, locks, blocks, lasers, chasers, and warps
+ Levels encourage replay both by time attack and a collectible star, forcing you to finish the level in a more difficult way
+ Leaderboards to challenge worldwide times
+ Workshop support & level editor - take on hundreds of community stages or share your own

Cons
- Most levels are very tiny, and take seconds to complete when perfected
- Casual players may ragequit the difficulty ramp. Final stages are literally 1-3 pixels tolerance for error
- No tutorial, game assumes you can figure it all out, which is problematic for the endgame
- Game has no scaling windowed, it's microscopic without fullscreen
- Entirely outdated graphics resemble old QBASIC and ATARI games
- A single looping music track is catchy at first, but outstays its welcome
- If you found the stock levels difficult, wait until you see some of the community stages that are made to fail
- High price compared to the value of others in the genre

If you've ever played Mario Maker designer games you'll understand how time consuming it can be to design a good level, so in all fairness to the developers there was a lot of work put into Jump. But on the other hand, its singular focus on hardcore content is likely to turn off anyone less than dedicated enough to retry after a couple dozen inevitable deaths. My patience wore thin toward the final 15 stages, which became a Kaizo Mario-fest with 1-2 pixel ledges, lava chambers where every wall is fatal, and tiny footholds that require both momentum and immediate stops within fractions of a second. There is no motivation and no real catharsis to endure the suffering it puts you through.

TL;DR? Skip this unless you're a difficult games fan. And even then, only on steep sale.

Achievement Hunters: Beat every stage time and get every star. Good luck.
Publicada el 15 de junio de 2019. Última edición: 17 de junio de 2019.
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A 79 personas les pareció útil esta reseña
8 personas encontraron divertida esta reseña
4.3 h registradas
Although small and unassuming, Refunct is an artistically pleasing, soothing experience. Even if parkour platforming isn't your forte, this is one casual experience worth pausing for.

Pros
+ Seamless, simple, and forgiving controls. Highly responsive, effortless wall jumping and climbing.
+ Relaxing palette, sunrises, sunsets, and underwater tones
+ High% & low% completion, collectibles, and speedrun challenges
+ Remarkably small footprint, 135 megs
+ Chill soundtrack by Singto Conley
+ Family friendly
+ Low price

Cons
- ~1-2 hours of content. Doesn't last long, unless you're an avid speedrunner
- Lacks a tutorial, assumes you learn parkour mechanics by design. However, it is open ended enough to allow you to skip mastering these mechanics, causing potential frustration later
- Achievements ask uncomfortable rhetorical questions (?)

https://steamoss.com/sharedfiles/filedetails/?id=1768637505

Refunct's core gameplay is nothing exemplary, but its color tones, backing track, sound effects, and motion all combine to create a therapeutic and satisfying experience. You'll want to paint every platform in your first playthrough, and then likely challenge its speedrun or its low% completion, the latter of which is a surprisingly creative twist, turning it into a puzzler of sorts. But when it's all over, you won't want to leave. Whether it's Refunct's dreamlike horizons, towering vistas, or the sense of accomplishment you feel at the conclusion, you'll be hard pressed to find other games that come close.

https://steamoss.com/sharedfiles/filedetails/?id=1768637578

Achievement Hunters: Easy 100% depending on your mastery of core mechanics and learning the routes for speedrun. The <33% completion run requires use of waterways and already activated blocks to commute. Check video guides as needed.

https://steamoss.com/sharedfiles/filedetails/?id=1768637520
Publicada el 13 de junio de 2019. Última edición: 24 de junio de 2019.
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Mostrando 261-270 de 331 aportaciones