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Seneste anmeldelser af DRIFTER

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Viser 1-10 af 330 forekomster
3 personer fandt denne anmeldelse brugbar
1.9 timer registreret i alt
As popularized by r/Place, PIXELS offers a community canvas to illustrate to your heart's content. Also like r/Place, it's locking up at the end of 2024, so this is your last chance.

Not much to explain here: One large canvas, many individual users. Choose your color and solid or flashing ("animated") pixel type, and paint away. It places a limit of 100 solid pixels and 10 animated with cooldowns to prevent chaos if people try to actively paint over each other at the same time, but as it is a community canvas, that's kind of expected to happen sooner or later.

And that would be fine, if not for one glaring problem--ping. Over 300 ping, if the overlay is to be believed, resulting in the laggiest painting experience imaginable. It's so slow that over a minute later you'll still be wondering where the pixels you drew are, while your pixel limit may remain the same, drop sharply, or paradoxically go up. It's less of a problem for the solid pixels and way more of a problem for the animated, which have a very low limit making it difficult to draw.

If it weren't for the server issues, I'd recommend it, but as it stands, it's more frustrating than fun. YMMV depending on your region.

Achievement Hunters: Grind achievements. place 100/1000 of each pixel, erase 100, join a team. Self explanatory. The game has a cooldown on your pixel placement, but you can cheese it thanks to the awful lag--click and move your cursor as fast as possible to send more requests than the server can keep up with, and doing this, you can get 100-200 super pixels placed in one session. Idle or return later to repeat a few times for 100%.

Using this method, possibly <30mins to 100%.
Skrevet: 5. december 2024.
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Answer a series of multiple choice questions about primarily Russian memes and win profile-decorating meme achievements. The only catch: No foreign language support, mere minutes of content.

This review is intended to be informational but since steam forces a rating, choosing positive solely on the basis of an accurate store description and no glaring bugs.

The base game is made of 50 preset questions and answers, joined by a paid DLC that adds a clicker and 25 more questions based on Russian content creators. As with similar apps like this already on steam, correct answers award a png achievement of each meme, allowing fans to decorate their profiles with them.

And that's it. Answer the questions, earn the achievements, and uninstall... at least until more content is added, if it's added. To date the game has had five updates, and removed a non-working 5,000 click achievement that discouraged "fair play."

Not recommended to buy unless sale, and even then, only in a bundle. Your playtime won't amount to much more than half an hour, assuming you use a guide. Speaking of which, see below:

Achievement Hunters: DLC required. Answer all questions correctly, repeat the main quiz targeting specific scores, click a few locations for hidden achievements, and spam an autoclicker for the DLC 1 portion.

What took me an hour will now take you minutes with this handy guide:
https://steamoss.com/sharedfiles/filedetails/?id=3361411109
See the other guide linked inside, using google translate, for achievement specifics.

~15 mins to 100%

Thank you to cowmoobaby for the contribution.
Skrevet: 6. november 2024. Sidst redigeret: 6. november 2024.
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En udvikler svarede d. 19. nov. 2024 kl. 14:27 (vis svar)
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1 person fandt denne anmeldelse sjov
1.3 timer registreret i alt
A lackluster survivors-like with a few good elements, like upgrades, crafting trees, and multiple characters to switch between, but as a glorified demo, its features are limited, leading quickly to monotony.

This review is intended to be informational, but since steam forces a rating, choosing positive on the basis of being a functional (and free) arcade experience.

Pros
  • Gear upgrades: Buy multiples of the weakest tier to fuse into stronger versions with unique perks
  • Exploration: You lap the connected islands to discover crafting unlocks and random upgrades in the form of fallen warriors
  • Respawn: Death isn't the end, rather, tied to protecting a central base. After dispaching dozens of foes, teleport back for a defense wave (and maybe survive it if you spawn back fast enough)
  • Multiplayer: While not implemented, the framework appears to be there to play with friends (upgrades share certain party perks)

Cons
  • Upgrades have a limit, and you may rudely discover you can't buy more, rendering your higher tier planning unobtainable
  • Very few modifiers, meaning that your upgrades are largely base stats (HP, Def, Spd etc) with little variation to attacking. The majority of the game is holding L1 and kiting.
  • Not to knock the art style, but it's hard to tell what's passable and what's not. It's easy to confuse grass for a bush that you can pass through, while pavement cracks may block your path when trying to escape.
  • No end goal beyond survival. Easy to become overpowered. I almost intentionally ended my run because I found nothing left to discover and the same five enemy types repeated everywhere.

It's a prelude, so it makes sense it's incomplete, and it's fine for occupying an hour. But whether it's worth a purchase will depend on how they iterate on this framework.

Achievement Hunters: Play two matches, hold 6 pieces of gear at once, and defeat 666 foes. Note that the later has no visible counter, and seems to tally only after defeat. I assume it's cumulative. ~1hr to 100%
Skrevet: 3. november 2024. Sidst redigeret: 3. november 2024.
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3 personer fandt denne anmeldelse brugbar
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True to its name, Minimalism is an austere precision platformer with 30 levels of varying difficulty, awarding you phonetic Japanese alphabets and letters as achievements for profile decoration should you endure to the end.

This review is intended to be informational, but since steam forces a rating, choosing recommended on the basis of low price, no glaring bugs, and a more or less challenging experience.

Minimalism's 30 stages are an assortment of common platforming tropes: insta-death spikes, pitfalls, projectiles, and shifting hazards. A slightly out of place bonus is an anti-gravity switch which does what you'd expect, conveniently placed in the most inconvenient of places. Besides horizontal movement and a timing-based vertical jump, your sprite can also wall jump and slow its descent by pushing against one.

The game's collectibles are Japanese phonetics, often located on your direct path, but sometimes in directions opposite of where you need to go. Luckily one touch grants them forever, so you can plummet to your death without having to worry about a perfect run.

The difficulty is challenging, to be sure, as passageways narrow and hazards become numerous. But it's nothing unique to this genre. Speaking of which, the game does fall prey to a few common indie mistakes. Namely:
  • Slippery physics - One tap of a directional key sends your sprite sliding a short distance, leading to many avoidable deaths
  • Leaps of faith - The camera does not zoom or pan in any way, so you'll have to make jumps into hazards and learn their locations the hard way
  • Inconsistent difficulty - The hardest stages are about 2/3 of the way through the game, followed by significantly easier ones. But you're not able to skip them, and have to clear them in order. This can be discouraging when stuck.

If you've played pixel platformers before, then you know exactly what to expect here. The game is not really casual, but not nearly kaizo hardcore, and liable to frustrate the less dedicated player. If you buy it, aim for a sale, because it isn't very long, and not likely to be replayed.

Achievement Hunters: Complete the game and all collectibles. Skill based, hypothetically possible in an hour for a pro. If you miss any collectibles, be sure to check every corner of the level; A few are placed past the exit or at intentional dead ends which are difficult to return from.
Skrevet: 21. oktober 2024. Sidst redigeret: 21. oktober 2024.
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3 personer fandt denne anmeldelse brugbar
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FactoryCapi is an admirable effort at an idle automation game, but fails on the most fundamental ingredients: UI and instructions. Its baffling menus and hidden rules will have you bumping your head against a wall trying to figure it out.

The task is simple: claim a plot of land, extract resources from it, process those resources into construction components, sell them, buy new land, expand operations, and repeat. Your automation will continue to mine, harvest, and construct parts continuously on or off-line, allowing you to supervise your operations as you please.

The issue, however, is in the fundamentals. The game's tutorial tells you little about how to use the market, how to look up recipes, and ease you in to the fact that you don't have access to everything at the start. It requires trial and error to discover placement limitations, shop features, how to request vital resources from other players, and how to plan and prioritize construction projects.

I was absolutely baffled about how to demand absent resources in my sector of the Capiverse, and then met with the realization that other players weren't playing, so I could not buy them. Luckily, the game allows you to sell your hard earned inventory to the automarket, and with enough patience you can save up to buy another property with the materials you lack. You are limited, however, by another unexplained feature--vehicles--that have maximum capacity and forced cooldowns with each use. This caused much frustration in trying to rapidly earn money to expand operations in a largely unresponsive market.

As a newbie developer project, it's perfectly understandable to have rough design and room to improve, but Capi toed the line into frustration over fun. Only by the gracious help of other players was I able to correct my misunderstandings and succeed in completing its special tasks, linked to achievements.

The game is delisted mainly because it had an online server that incurred costs. If you have any interest, time is running out as it's planned to go offline "sometime soon." It is possible, with the help of others, to complete all achievements in a very short time.

To the developer: Please pay special attention to in-game tutorials and user interface in your next project. Simple additions like rollover/popup menus giving tooltips, status screens for vehicles and buildings, and crafting trees in some sort of in-game glossary would have massively improved player experience.

Achievement Hunters: Complete the tutorial, sell over 10k to the automarket, purchase something at or over 10k, make a demand for an item not already on the market, and click the discord link in the menu. All together this could be done in <10 minutes, but you'll need someone to front you the cash by buying something from you for 10k to skip the lengthy farming process.

For the clueless like myself, demand requires the following: click specific research in the market window, then click the blank square on the left, find an item not already listed that you have, and then create a listing for it. It wasn't clear you could interact with the white space absent of any buttons.
Skrevet: 20. september 2024. Sidst redigeret: 20. september 2024.
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9 personer fandt denne anmeldelse brugbar
0.2 timer registreret i alt
Another overpriced asset flip from HEDE games. Absolutely nothing has been changed from the free toolkit it's ripping off, and contains less than one minute of actual gameplay.

There's nothing wrong with using premade assets themselves, but HEDE makes no attempt to actually design something new. You can find this entire "game" free to download and customize on the Unity Asset Store[assetstore.unity.com]. Creator Key Mouse probably doesn't even know his work has been repurposed with a 60$ price tag.

As for the "game?" It's a basic prop hunt, where two AI NPC's beeline right for you, and the only way to avoid being shot is to clone objects on its rooftop map. Becoming an object consumes it, and AFAIK they don't respawn, so even if you want to highscore this, you will inevitably run out of cover. The transformation time is a minuscule 5 seconds, giving you barely enough time to get to another object without being shot. You have 1HP and can't use height to get away, nor can you outrun the enemy hitscan accuracy.

One map, one mode, no instructions, limited objects, and achievements that unlock in seconds just for running the application (not actually surviving). All according to the HEDE playbook, if you've had the privilege of touching any of their other game-shaped objects.

Don't bother paying money for this unless you can get it for free, and even if you do, you're unlikely to get any playtime out of it. The obscene price is set to give the illusion of a massive discount at 98% off, which runs almost perpetually in featured "bundles." For achievement collectors only, and even then, it's restricted and doesn't add to profile counts.

Achievement Hunters: Run the application, idle is fine. <5 mins to 100%
Skrevet: 13. september 2024.
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7 personer fandt denne anmeldelse brugbar
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This fan-made Source 1 mod gives you far more than you bargained for: Hilariously janky modes, weapons, and memes, all for free. If you're nostalgic for LAN parties of yester-year, Jabroni will keep you and the lads busy for an entire weekend. As with all niche mods, the player population is zero outside of events, so if you're solo, you'll have to look them up on discord.

Over a decade in development, JB3 is certainly deserving of the title "Labor of Love." It harkens back to the OG valve modding community, when half-life dominated the PC landscape, and people were coming up with all kinds of silly skins, modes, and weapons to sandbox their own fun (Garry's mod players will already know what's up). Jabroni has the advantage of being a DIY kit that's as easy as plug-and-play with clueless friends, whilst also equipping you with the tools to make your own adventure, either by customizing your own mode, or importing your own creations.

What's in the box? Too many to name, so a few examples: "Chariot" racing, where you can frag other players while running on a makeshift cart, chainsaw speedways, where you aim at the ground to build up Sonic speed, a melee free for all where everyone are midgets fighting a normal-sized player (except the fighters can only punch, and are easily squashed), and Gungame, where each frag changes your weapon, and the first player to cycle through them all wins. The weapons are equally funny too, like the dubstep gun (pop heads with EDM), finger gun (complete with Postal voice lines), the tron disc, cat grenade, and sticky scientist launcher. There's a ton of juvenile humor here which adds to the charm, such as finding out your secondary fire is nothing but farting. Oh, and the achievement telling you there's an alt fire for grenades you've unlocked, only to discover it's a self-deletion key (and memes on you for doing it).

If you want a trip down memory lane, this is a good one. Just be sure to hop on when other people are playing. Alone, you won't find much to do. Most events happen every saturday at noon central time, including the developers joining in every other week.

Achievement Hunters: Self explanatory except for three. And lucky for us, it's already guided. Key points:
  • Possessed achievements require battle royale (against bots is fine), and finding the "animals" hidden in corners to take control of. The scientist is rarer, but once you learn the map, can be found fairly easily if you lap the preset spawn locations.
  • Recognize... requires the dev to be online, pay close attention to the discord event postings which are every other saturday. This one is very similar to Gary Newman, and might block your completion
  • Scientist genocide does work... but, it was intended for a horde mode that wasn't released yet at the time I'm writing this. Until then, you'll either need to grind them from modes like chainsaw racing (many spawn inside the facility), or create and load a mod where a scientist is continually spawned in a set location, essentially creating an afk farmer while inputting a console command to continually fire. Hint: Official discord.
Utilizing the above knowledge, ~2 hrs to 100% ?
Skrevet: 14. august 2024. Sidst redigeret: 14. august 2024.
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4 personer fandt denne anmeldelse sjov
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Rocketing its way to the second most played game on Steam, Banana is nothing more than an unironic NFT simulator being botted to death for skins. It's a case study in behavioral economics and a warning, should Valve sit idle, that the platform will be flooded by more get-rich-quick aspiring players and devs alike.

Banana is a lazy unity application with a banana sprite and a number that goes up. Is it even a game? Not at all; You earn an achievement with your first click, and there is no reward or purpose to continue further. To be clear, it's not the first of its kind (see its inspiration, Egg) and it won't be the last. At least five exist and more have store pages releasing launching shortly.

"So what? It's harmless," you may say... and it's true, it's not directly hurting anyone. It drops crappy skins which can be sold for steam wallet, so users win, valve wins, and the devs win. And to be clear, it is not an NFT game - there is no crypto wallet connection or blockchain utilization. Besides, the market was built on csgo and tf2's utilization of cosmetic drops.

But here's the thing. It causes ripple effects in ways that aren't immediately visible. If unchecked, it will damage the platform, and hurt developers.

1. It screws up the algorithm - Steam is an incredibly cluttered storefront. Asset flips and abandoned early access games outnumber serious releases, which is all the more reason we need help to find good games. Enter banana, which isn't even a game, beating out the likes of Elden Ring, Dota 2, GTA V, Apex. If this represents the 2nd most played game on the platform, it's going to start recommending clickers and idlers to a wide audience that has no interest in them. Not to mention it steals spotlight from hidden gems and indies that have no marketing budget, pushed even further down the ladder. Less sales result.

2. It sets a dangerous precedent - Meme marketable items have existed for a long time, but this is the first time we've seen sales volumes this high and a game ranking in the top ten. It's making all of the developer community pay attention and signaling, by its existence, that Valve tacitly approves of the situation, galvanizing numerous clones racing to emulate this success. Will we see a top ten list occupied entirely by jpg printers? It won't be long before the adult / NSFW community attempts it on a wider scale. The race is on, and how far this will go is anybody's guess.

3. It's easily abused - Imagine this scenario: The developer controls the supply of marketable items by setting rarity and drop rates. They could even create an intentionally limited quantity ("only 10 in existence") to manipulate a high price. Now what do you suppose happens if they were to gift themself a few of those limited items? What stops them from listing these on the market to pocket the nearly full proceeds of the sale, bypassing the normal fraction they'd receive from players selling it? Steam wallet can be liquidated off platform by spending it to buy other trusted in-demand items, making this a prime opportunity for money laundering.

Let me burst a bubble for you right now: You won't get rich off this. With 800k accounts farming bananas, your rare item is probably owned by thousands at the time you obtain it, so don't be surprised by 0.03 sales price and 1 cent profit if it sells - you have to wait in line behind 40k other people who already listed theirs days ago. The oversupply is only getting worse, and we're seeing developers scramble to come up with creative solutions to keep this ball rolling. Expect to see crafting as the next hot topic - mash 500+ skins together for a shot a unique item with its own rarity roll - as an attempt to cut down on the clutter... but will there be buyers for these? Or will it be another race to the bottom as sellers undercut one another in the hopes of a payday?

The market is already saturated by this crap and there's no outlet for them. Once you buy the item, it sits in your inventory forever unless you write support to delete it or the game adds a delete button or some other way to consume them. The questions that nobody has answers to are, is there a point the market reaches saturation? When will buyers realize 0.03$ skins are worthless investments? How many banana-likes can the community run at once before they or their PCs give out?

The only thing to be said with certainty is, time will tell. I bet Valve is nervously hoping it will fizzle out fast so they can dodge another bullet.

Achievement Hunters: Launch the game, click once, close the game. ~1 second to 100%
Skrevet: 22. juni 2024. Sidst redigeret: 22. juni 2024.
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5 personer fandt denne anmeldelse brugbar
39.1 timer registreret i alt
What better location for a survival crafter than in the wasteland of space? This Martian simulator captures the feeling of being alone on a hostile planet, but fumbles the execution where it counts. It's already been delisted in lieu of official server support ending, which means it won't be playable past this month.

This review is intended to be informational, but since steam forces a rating, choosing not recommended on the basis of bugs, glitches, missing content, and the inability to set up private servers(?)

Pros
  • Immersive environment with lower gravity, faster solar cycles, caves and derelict structures to explore
  • Base building, complete with devices and technology to enhance your gear, weaponry, and survival
  • Skill trees for passive upgrades and crafting recipes
  • A campaign that can be completed solo or with friends
  • Optional PvP and a competitive extraction event
  • Six primary weapons with a few modular upgrade options
  • A metal gear style final boss

Cons
  • Horrible Unreal Engine optimization. Massive frame drops, stutter, and pop-in even on modern hardware. Lower resolution textures with visible stretching and pixilation, especially for the horizon.
  • No vehicular transportation (supposedly removed due to never working properly?). Traversing the map on foot is a slog
  • Glitchy enemy and weapon behaviors. Collision problems (snakes stuck underground, being pushed through the elevator floor to your death due to clipping against its outer frame), bullet accuracy (sniper was nearly useless at long range, shotgun was still effective at rifle distance ??)
  • Very few building parts and features to choose from, so almost all player bases look the same. Despite catering to "build anywhere," you are limited by proximity to existing structures and certain landscape geometry (frustrating when you want to build cliffside but the supports won't attach)
  • Very limited enemy variety - spider, mantis, snake, excluding the final boss
  • Low playerbase throughout its lifetime; no support after live service ends to self-host or play offline - another dead game?
  • Only one ambient looping track for the entire game

There's fun to be had in the dead of space scrambling for resources and piecing together the mystery of what happened to a politically divided Martian surface. Memories does a good job of nailing the space-suit immersion with minimal HUD and generous stamina gauges, and gives players a wide enough map to tease exploration and adventure. There's only one little problem... there's not much behind the curtain when all is said and done.

The early gameplay loop was solid. Open your map, continue to objective, loot, craft, and survive. Having to erect makeshift shelter and progressively upgrade your gear ticked all the survival crafter boxes and made for a satisfying time. The issue, however, was more toward mid-game. This overwhelming sense of deja-vu... New outposts looked all too similar to the last ones, and indeed, even the corpses of the fallen were arranged in exactly the same ways in exactly the same types of buildings. Recycled tiles are unfortunately immersion breaking, and the lack of unique treasure to discover removed any incentive to explore off the objective path. Every mission is a fetch quest for a data file you probably won't read.

To give the game credit, there were at least two unique locations with underground dungeons. One way in, only one way out. You had to traverse treacherous terrain, hordes of deadly enemies, and do so in decent time lest your air and recovery items run out. (Ironically, the latter could be entirely skipped because it contained no necessary data to collect, a design oversight, or unimplemented quest?). Regardless, the repetitive fetch-quests culminated in a surprising final confrontation with baby's first metal gear: A near invincible mech with tiny vulnerable gaps in its armor. After emptying the equivalent of an entire arsenal's worth of ammunition, you get the final item needed to power your rocket and complete your data-retrieval mission. Your reward is a final audio transmission on a job well done and... a sandbox to run around in whilst you try to fill out your skill tree.

Post game is particularly lacking. The PvP has no rewards in a game focused on survival, only serving as a severe annoyance to have to run to your corpse and retrieve your fallen items (assuming another player doesn't steal them). The FLOPS king-of-the-hill competition wasn't as effective as mowing down death mechs in the game's most difficult locations, because at least the latter awarded you with more resources to craft with. Ultimately, unless you are a completionist or love sandbox building challenges, there's nothing left to do. MoM released on 3/12/20 and its last update was 50 months ago on 5/12/20... where did the developers go? Huston, we have a problem.

If you own this game, it's your last chance to mess around: Servers pull the plug on 6/25/24. If you're reading this out of curiosity, well, you didn't really miss much-- there is a full walkthrough on youtube to peruse. If you really insist on acquiring it, search to see if modders have made any progress in local server emulation; it seems the game will be unplayable otherwise.

Achievement Hunters: Grind (100x enemies, resources) + completionist achievements: Complete the game, complete all skill trees, wear the ultimate armor. Apparently, achievements only work on official servers, as no player-hosted locations are verified to work. That means you have until 6/25 to finish.

Normally this would require over 100 hours. But it's possible to do it in 30 or less. Players discovered that pressing drop+equip with a keyboard macro resulted in a pile of the item, a duplication exploit. This means, the ultimate armor could be passed around to bypass the resource requirements, weapons could be duped to generate infinite ammo, and as I discovered, duplicating weapons -> logging out and back in -> allowed infinite weapon mods for desynthesis, generating all the high-tier resources you could possibly need for construction.

Most importantly, the golden tablet you receive for one mission completion (digs up a treasure that contains random blueprints) is the prime use of this - infinite blueprints to try to farm for the skilltree. If you don't abuse this, you have to rely on the power plant terminals which refresh daily(?) and/or loot from environmental containers, which are highly unreliable. It seems a few BP's are rarer than others and may become a bottleneck to completion.

All of this is documented on trueachievements.com, so check there. Lastly, save all of your compiled data, as it's needed for the rocket launch. I put mine in crates which despawned (or someone took?) and had to retrace my steps for half of the missions. Not fun.

100x snakes - kill them every time you see one. This is likely to be the last achievement you won't have. The best place to farm them is in the tundra, near the tower objective, where the elevator rides up to. Watch out though, all of the enemies there are strong, and you can be overwhelmed by drones, too. Build a base nearby to abuse respawning. Also, be aware snakes can get stuck underground. Solution? Craft a bayonetta and stab the ground where you hear them. They will spark if done right and die without ever putting up a fight. It's very tedious, however.

If you're missing acid for the rocket, farm the biodome central of the map. Use a laser cutter to harvest. As a bonus, venomous snakes spawn in the canyon below and around it if you want to try farming two for one. Be warned that they may not spawn often enough, however.

With exploit and players passing down items, I think it's possible in 24 hours. Even faster in co-op since you can shred enemies and the final boss. Good luck.
Skrevet: 16. juni 2024. Sidst redigeret: 16. juni 2024.
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4 personer fandt denne anmeldelse brugbar
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Night Reverie Prologue is a 30 minute demo showcasing the opening chapter to the full game. What it lacks in difficulty it makes up for in cozy charm, being a cute, all-ages friendly experience of a brother in search of his missing sister in a parallel world.

There isn't much to review here other than to report that it's free, it's appropriate for kids, and it's incredibly easy. It's a keyboard-only adventure game that has you explore, loot items, and combine them to solve obstacles... pretty run of the mill stuff. As for the plot? Our player-character goes to sleep, wakes up in a familiar-yet-different home, and has to figure out why he's here and how to get back. The scenario seems somewhat predictable, but it ends before we can confirm our suspicions (to be continued).

If you're a free-to-play connoisseur, this one is fine, but you aren't missing out on anything the full game doesn't already provide.

Achievement Hunters: Complete the game. Progress-based achievements that are hard to miss, provided you explore every option available (switch on the robot, watch all extra TV channels). The potentially annoying one is Inspector, which seems to require viewing all text in the game. As such, it's recommended to re-visit NPCs and re-examine objects after something changes, in case you miss a needed prompt. I had to replay it twice until getting it to trigger mid-game, so perhaps it tracks progress cumulatively. Also, I don't think examining items in your inventory matters, as it didn't trigger for me the first time doing that.

~30 mins to 100%
Skrevet: 8. juni 2024.
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