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Ostatnie recenzje napisane przez użytkownika [M]aster Shifu

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Nikt jeszcze nie uznał tej recenzji jako przydatnej
68.4 godz. łącznie
Supermarket Together is a simulation game that lets you run your own supermarket with friends. This is a pretty developed game, but there's still more improvements needed in the game. The developer is also pretty active in giving the updates, and constantly rectifying issues that surfaces. Of course there are still a group of players that tries to cheat and manipulate the game, destructing the multiplayer experience.

It can be a headache for those with OCD players, as the technology tree is constantly expanding and evolving. Your shelves will need to be reorganised a couple of times before the end game. In fact there's no need to fully purchase the entire space expansion to accommodate all the products. Some of the features also need better rethinking such as the tablet, as the blackboard might be a better stock-take organisation than to going over each shelves manually to click to order. As much as adding more content it is best to solve most of the gameplay issues and QOL features.

You can also hire employees to assist you in the supermarket, if you don't intend to play with other players. Though this is still pretty bugged, as this feature is constantly reviewed. Such as the employee's experience, and their happiness level. I would expect them to be pretty much like the Two Point Hospital. There are four attributes, Cashier, Restock, Storage, Security. But the structure makes it hard to understand, such as how to increase their star points? And how does the Happiness level actually works? I have already purchase all the items in their upgrades, but the employees are still showing unhappiness. The number on the attributes are increasing, but the star points doesn't correlate with it. Such as Cashier being 20, but only 7 stars. How much max is then the capped point?

The multiplayer feature is pretty good, and have no connectivity issues across other regions. Although no ping feature was shown, but you can connect to most of them. The only downside is that, when the host is disconnected. The game usually freezes upon connection, and you have to manually shut down the game and relaunch it. I suggest that there is a competition mode with other players. Since most of the environment in the supermarket zone are restricted, and all supermarkets are in the same layout. Have a competitive supermarket opposite the street will be better, so that when players join the game. They can then choose which supermarket they want to join, and they can also purchase perks to sabotage the opposite supermarket. Or even have the players perform thievery, and steal products from their opponents to sell on their supermarket. If not the gameplay is pretty much linear.

The UI have been reconstructed multiple times, however a better UI design is needed for the blackboard and other kiosks features. Right now the designs are rudimentary. The game options are also not saved, and always resets upon a relaunch. The game also saves based on each end of day, so do make sure that you restock all of the items. This applies to the achievements as well, you only get them upon saving the game. The achievements are doable, though it takes time to complete them. Most of them are milestone achievements that can be done collectively with players. While there are some harder ones such as Expert Cleaner, Careful Cashier, Welcome Mr Whiskers. You should be able to complete all of them around the 80 days of opening.
Opublikowana: 22 stycznia. Ostatnio edytowane: 22 stycznia.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
104.7 godz. łącznie
From the same developer that made Surviving Mars, I would say that this is far more poorly made than its predecessor. Although it features similar play style, of surviving and sustaining after an apocalyptic world. There are too many bugs that are not rectified, and other quality of life features. There isn't a campaign that you will follow except for building the Doomsday Bunker as a completion to survive the aftermath. There will be four types of Specialists in this game, Scout, Scavenger, Fighter, Scientist. It is possible to have similar traits under one, meaning high damage with high scavenger abilities. Scout and Scientist is useless in later game when the technology tree and map is fully explored.

QoL features that can be implemented such as a button to select all Specialists when in base. When trading it be best that we know how much can be set for trading rather than an amount that is set by them, as sometimes we might have intention to have it reserved. The third speed should have been the second speed. The resource pathing could have been better configured, such as it always promotes the shortest path to the nearest storage, than to allocate between next possible needed construction followed by filtered storage. This results in most of the time the resources are taking more than double trips to collectively sort the items under one storage. It is sad that they have no intention to refine this further.

There are other two scenarios that you can play, Cold Rush, and Endless Winter. Cold Rush is pretty interesting, and I would prefer that this to have its setting inside the Custom Game. Cold Rush features an explorable world where resources and abandoned buildings are scattered across the map, with the end objective in mind to work towards the trainyard to escape the map. Endless Winter is basically just winter season throughout the whole round, with no other seasons available for you. This also means that you won't be able to plant any trees, with wood being the finite resource.

The base achievements require around 100 hours to complete, with Customised Calamities being the hardest. I tried after having the fifth try, to have the best combination. The DLCs could have been packaged under one DLC, with New Alliances being the best. It is not needed to have all the DLCs, as they feature not much changes in the gameplay.
Opublikowana: 18 października 2024. Ostatnio edytowane: 18 października 2024.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
26.0 godz. łącznie
From the same creator of Bomber Crew, this follows the same game mechanics. The story is set in the outer space, fighting off alien race. It has the same roles, like captain, recon, weapon specialist, engineer, gunner. What makes it more complex is that because there's no high-low altitudes, in Bomber Crew. So enemies can fly and zoom past as and when around you, so tagging and fighting off them can be overwhelming. But eventually you will get accustomed to it.

New features will be that there's hacking encrypted messages, event encounters such as Ion Storm, Black Hole, Meteor Showers, Neutrino Flares. New game modes, Android Ambush, which replaces aliens with robotic androids and it is slightly harder for experienced players. The other addition is the Away Missions, where you play like XCOM puzzle style, infiltrating into the base and acquire items. All the achievements are doable within 30 hours of gameplay and don't require you to reset the campaign. The one annoying to me will be the sorting of the upgrades in Spaceship tab, It is rather hard to read or know which is the next upgrade of that same set. Like if you have a side that is using a Heavy Laser, you will continue to have it equipped Heavy Laser and constantly upgrade it. And not having to go through the list of weaponry to know there's another superseding upgrade.

This is a good add to your library, but not necessary needed. As I feel I still prefer the original Bomber Crew, perhaps because of the realism it has on how the things work.
Opublikowana: 15 maja 2024.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
7.1 godz. łącznie
Unpacking is a delightful and meditative indie game that takes players on an introspective journey through the seemingly mundane yet profoundly meaningful act of unpacking. Developed by Witch Beam, this minimalist puzzle game transcends traditional gaming boundaries, offering a unique and emotionally resonant experience.

The game's premise is deceptively simple: players are tasked with unpacking boxes and arranging the contents in various rooms throughout different stages of life. What sets Unpacking apart is its masterful execution of storytelling without words. Each item unpacked carries sentimental value, unlocking memories and moments in the protagonist's life. The lack of explicit narrative allows players to project their own stories onto the unfolding scenes, fostering a deeply personal connection.

Visually, Unpacking is a triumph of pixel art and attention to detail. Every object, from childhood toys to office supplies, is meticulously designed, contributing to the overall charm of the game. The environments evolve along with the character, mirroring the stages of life from a childhood bedroom to a bustling city apartment. The transitions are seamless and evocative, creating an emotional tapestry that resonates with players on a visceral level.

The sound design in Unpacking is another standout feature. The subtle, ambient sounds of unpacking and arranging items, coupled with a soothing soundtrack, enhance the game's tranquil atmosphere. The auditory experience complements the visual storytelling, immersing players in a contemplative space that encourages reflection.

Unpacking's puzzles are intuitive and contribute to the narrative flow. As players progress through the game, they uncover new layers of the character's life story, making each unpacking session feel like a discovery of both the physical and emotional aspects of the protagonist's journey. The puzzles strike a balance between accessibility and challenge, ensuring players of all skill levels can enjoy the experience.

One of Unpacking's greatest achievements is its ability to elicit a range of emotions without relying on traditional gaming elements. The game succeeds in capturing the beauty of life's ordinary moments, celebrating the significance of small details often overlooked. Unpacking is not just a game; it's a work of art that invites players to reflect on their own lives and the cherished memories embedded in the everyday objects that surround them.

In conclusion, Unpacking is a masterclass in storytelling through gameplay, proving that a simple premise can yield profound emotional impact. It's a must-play for those seeking a unique and contemplative gaming experience that transcends the boundaries of traditional genres. With its mesmerizing visuals, evocative soundscapes, and poignant storytelling, Unpacking stands as a testament to the artistry that can be achieved in the world of indie gaming. Achievements can be completed within 7 hours of gameplay.
Opublikowana: 16 grudnia 2023.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
19.5 godz. łącznie
Train Station Renovation is a pretty straightforward game, playing as a refurnishing company for train stations. There are lots of tools for you to get into, but wouldn't require much familiarisation. However I feel this game could really need more refinement.

Such as UI icons should tally with the hints that are provided. For the tablet to purchase furniture and other items, the design and UX needs to be rethink. As it's really hard to scroll in the pages, especially for the decoration page where there's so much items and the bar is barely visible to click on. Some of the items aren't placeable on certain surfaces, which you thought supposedly should be able to. Same goes to the wall clock, only certain wall surfaces are allow for placement.

In terms of gameplay some features could have been better implemented inside this game, such as alignment and snapping of edge. Which should be a common feature in most cleaning or renovation games. The tools aren't really that great even at their maximum upgrade, such as the speed and animation of the action. In fact the broom might be even more effective than the vacuum cleaner, as there's an animation of a suction time compared to the action of just sweeping. A wider spread of cleaning could also been added, same goes to picking up of rubbish. If they are within a certain range where they are grouped, you should be able to pick up them together. Rather than still manually picking each of them, after it's maximum capabilities.

For level design wised, yes they are nicely thought of. You get to encounter various situations, including flooded tunnels, toxic waste, snow mountain stations. Though sometimes you might be lost into thinking is this only the area I can roam, and be thinking can I get back to where I was if you get pass a zone. Nevertheless this is part of the game, that wants you to explore and perhaps find where the quest tasks need you to do. For zones that are require certain set of items to be placed, the zone aren't clearly defined, and you would thought that they are in that zone. Only to realise that they are slightly off the area they have marked up for.

Overall it is a workable game, just needs more refinement. All base achievements can be completed within 19 hours of gameplay. They are easily done, however there are some that can be miss-able on the first gameplay.
Opublikowana: 11 marca 2023.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
45.7 godz. łącznie (36.9 godz. w momencie publikacji recenzji)
Gas Station Simulator is like any other simulator out there, with the focus on running a rundown gas station and revamp it to greater heights. The gas station covers not just topping up of gas, or cash registers. There's also car maintenance, car wash, warehouse stocktaking, ice cream making, sewerage cleaning, lock-picking and other events. On the start, the introduction video may be cool. But there's lots of bugs and refinements that needs to be done in this game.

Assets get stuck for unknown reason, is very common in this game. Vehicles get stuck even on the normal straight highway. The developers knew there's this issue, that's most probably they didn't even know how to solve it, so they rather have a UFO to cleanup the place. Odd placements of assets such as the first lock-picking car, power post at the back of the station, as well as the gas storage. All these leads to bad pathing experience. Customers are able to get pass to you, yet not the cars. And at some situations you are thinking how come this space is able to pass through, but never the one power post at the outside. The user collision box seems to be bigger than normal. There's also a known issue in the forum where employees get stuck for no reason, and is unable to locate where he/she went. It seems to be affecting only the Mayumi and Slivia, best not to hire them. I've seen situations where they even went up above the gas station roof. The animation for the party bus is extremely heavy and most likely not rigged properly that at times you will feel a stutter in frames, whenever they arrive. Cleaning is also buggy as employees are sometimes lost in what to do when rubbish are stuck in between shelves or floating in the air. It seems to be programmed to only clean up what was left on the floor. This makes them to stand there motionless not knowing what to do next, and harder to assign them for other task. Again another pathing issue, after the party spot has ended, the party bus always knocks onto the side railing, making it stuck and jam up the traffic. You had to use the broom to nudge it away.

UI/UX is also another main issue here. Sometimes when the person has moved away, the employee menu is still on the screen, resulting a permanent obstruction on the screen. Best is still use the computer at the cash register. The employee's attribute progress bar is also not done properly for Car Repair. Should all the indicators be red or black backing after they have reached the maximum level for that skill? For car repairing, why would you need a countdown if there's no duration that you must complete within? For the party area, the vending machine could have better indication on which has already been stocked up rather than depending on the info that appears on screen. As the info has a set of duration before it fades out, and you wouldn't know if the info applies to the next machine you have clicked on. Best is that the shelves have a snapping feature, if not your floor grid makes no sense to have but only purely use for judgmental alignment.

For achievements, there's a mix of medium and easy ones, as well as hidden achievements. All can be done within 40 hours of gameplay. The storyline can be easily achievable till Gas Station Level 7, thereafter from Level 8 to 10 is a pure grind. As customers may come in bulk and leave reviews; making it harder to level up. None of them requires any DLC to complete. For the Party Time, it should have been implemented and included inside the game. Since the attributes for Ice Cream Vending skill is already inside them without the DLC installed, neither can players upgrade them without it.
Opublikowana: 14 stycznia 2023. Ostatnio edytowane: 15 stycznia 2023.
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Producent odpowiedział 27 marca 2023 o 2:56 (zobacz odpowiedź)
Według 2 osób ta recenzja jest przydatna
8.5 godz. łącznie
Recenzja wczesnego dostępu
Anacrusis is a alien shooter with co-op feature. The horde aren't exactly horde, as the aliens aren't massive large that you felt overwhelming to clear. Even on last stage of each episode. This isn't a complete full map, as currently the game is only available till episode four. The stages are easy to clear, and easily avoidable. Similarly to how L4D series are. All the achievements are only cleared for episode one. Thereafter are more towards understanding the lore of the campaign.

In terms of network, there's no specific server selection or room list. The game just groups you under the nearest or available room. There's no way you can know if the players that you are with are from China, Japan, or even Russia. So communication can be an issue. There's no feature for you to type on chat. Nevertheless this don't really need much communication, as this is a pure shooter game that doesn't really require team work. Except for situations like certain stages you need two players to activate the door entry, but usually AI will also be somewhat there to assist you.

There's still a reasonable amount of minor bugs. Such as certain creatures cannot be ping, especially the Flasher. There are also a common issue where the Brute jumps onto certain places or platforms that it got stuck and reasonable made it easier to clear, during the Mall stage. Other graphical issues can be due to the physics in Unreal Engine, that causes items to dance or ragdoll-ed randomly on its own. The pulse skill can also cause audio distortion sometimes, but should be alright after the stage ends.

Overall this is still a monitoring stage. There's still improvements and probably more features that is going to be added on. Challenges are still on beta stage, and doesn't prove the need to clear them unless there's benefits towards the player. It would be good that each player in the story has a specified weapon that they are used to. It is seem that the AI players will always choose to use SMG as their default weapon, irregardless whatever weapons are pinged to them. They don't carry nor make use of the grenades or super weapons as well. All achievements can be completed within 8 hours of gameplay or less.
Opublikowana: 8 stycznia 2023.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
10.8 godz. łącznie (10.3 godz. w momencie publikacji recenzji)
Guns Up is a strategy and tower defense game. If you have played similar games on mobile, like Clash of Clans. You will be able to adapt easily. There are random battles, alliance battles, upgrading of buildings and units. The only difference is that there are perk cards that you can actually equip onto the units to give them a bonus. They are inter-swappable between units before you go for a battle. There are also cards that you can bring in, to give you an edge if you think the opponent is hard. The leveling is linear, and there are certain major milestones that unlock other feature in game.

However I think there are still gameplay bugs, and visual bugs. When you are moving or arranging your base layout, the before and after placement of the building doesn't match. It showed that you can place here, but once you confirmed it crashes especially when you placed too close to the natural obstacles (trees, rocks, stump). The deployment of the units is also not refined on how the AI moves. Sometimes it goes on an alternative route that you wouldn't want the unit to go to, which resulted in a loss of units. Using the Decoy card is also buggy, when sometimes your units target it instead of the enemy units or buildings. Which defeats the purpose of using it. The time of deployment, and unit animations need to be more polished. As the time to deploy and the animation that the units run over a distance doesn't allow enough units to provide backup. Hence the most you can only use around two waves of units before the battle time runs out. When you are offline, you do get attacked and you can view where goes wrong. However there needs an additional feature to speed up the battle log or scrubbing timeline. There's no need to observe the entire battle on it's real time speed.

Although these are the annoying issues, this is not entirely a P2W game. As you do get keys sometimes if you won a battle, which helps in you unlocking crates or card packs in game. It just needs to be more polished in comparison with other mobile games out there that has been a long time for this kind of genre. It is also observed that this game is outsourced to other publishers for the mobile version.
Opublikowana: 29 listopada 2021. Ostatnio edytowane: 29 listopada 2021.
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Według 1 osoby ta recenzja jest przydatna
1.7 godz. łącznie
Although the creator relate with inspiration from the old Nokia Snake game. I relate more towards the old mobile game of Minigore, and similar top-down shooter game Running with Rifles. The game for this is smooth, and done on Unity Engine. Amazingly this is programmed within 48 hours.

There are multiple modes for this game, not just the top-down shooter. There's also the solo John Wick and FPS mode. Which I think it is interesting and introduces various events to look out for. For example during the top-down, you aren't able to aim anything that of different height since all are theoretically flat. While in FPS you can shoot those that are of higher elevation and you can jump too! Same goes for the hit-box damage on the enemies.

However there are some bugs for certain achievements and gameplay. If you gathered 10 hostages, and surround them near the explosive barrel, and explode it. It doesn't unlock the "FUZE" achievement. If you have unlocked the unknown character, and play using it. Any first hostages won't die, until you saved one of them. Other UI issues, when you completed the round. You are only allowed to press R for the next round or retry, pressing the Esc button doesn't bring up the menu.

This game is able to run in Windows 7, despite the stated requirements are Windows 10. This game is worth the try, and you should be able to unlock all achievements within an hour.
Opublikowana: 22 listopada 2021. Ostatnio edytowane: 22 listopada 2021.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
58.5 godz. łącznie
Don't expect Rise of Industry to be like Cities Skylines or another city building game. The nearest I can infer to this is probably Offworld Trading Company, however yet their AI opponent has no effect or rather minimal effect to the gameplay mechanics. It can be a bit hard on the start off, as the amount of dispatch trucks are a highly dependent element in this game. Which to me the UX of this game needs to be rethink and replan. However the team beg to defer so. The game has very linear advancement in toppling the overall map industry. In fact the victory of this game is to distribute Car Prototypes to the cities. Yet the irony is that other items that are under the same category of Prototype isn't an option during the town advancement. Generally you should be able to complete the game within Year 20-25. The game is also very methodical in how much input and output, from its raw resources to refined resources pipeline. I suggest you did be prepared with a paper and doing some calculation, in the later stage when you want to expand the production output. Having one production line is not enough to push through the profit.

The AI might need serious configuration on how it changes the market outlook. Especially most, or in fact most of the time the AI will start off with the Produce pipeline track first before advancing into either the Glass & Metallurgy or Carpentry track. After that the AI is usually lost on what to do next.

There are two achievements that are heavily bugged, Hard Working and Freelancer; although still doable. Overall all the achievements require around 60 hours to complete. They are to be completed within one complete session of the game. Despite players posting up bugs and logical improvements to the game. The team seems rather ignorant or neglected on the feedback tickets. Which is usually the case for indie game teams, when the maintaining and improvement is the part where most companies lack of. It is probable that they are focusing on another game development instead, Recipe for Disaster. There is most likely no more further major updates, as they are intending have some of the ideas to be ported over to the Rise of Industry 2 instead.

Overall this is not really a sought after game, but still reasonable in terms of their price. Replayable value is pretty low as well.

https://ptb.discord.com/channels/219359854417018881/304625578198433792/828484215637147670
https://ptb.discord.com/channels/219359854417018881/304625578198433792/828986732636536842
Opublikowana: 30 kwietnia 2021. Ostatnio edytowane: 30 kwietnia 2021.
Czy ta recenzja była przydatna? Tak Nie Zabawna Przyznaj nagrodę
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