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҉☞ Styles Bitchley 最近的評論

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目前顯示第 1-10 項,共 13 項
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總時數 9.9 小時 (評論時已進行 2.5 小時)
You know, I think the thing I really like about Jitsu Squad (and why I backed it!) is that it's more than a love letter to old-school beat 'em ups and fighting games, but it also feels like a love letter to the strange 90's video games that had absolutely no filter - Jazz Jackrabbit and Earthworm Jim come to mind. If you're not sure how I mean, it's fine, the combat feels very gratifying in either case, and pressing buttons to make the entire screen explode in a cartoonish amount of destruction is good enough!

Granted, I'm easily entertained, but Jitsu Squad was worth every penny I put into it, and I'm looking forward to additional content the devs are working on right now... a Jitsu Squad fighting game might be absurd, but I'd absolutely pick that up if the devs want to head that route one day.
張貼於 2022 年 4 月 13 日。
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總時數 7.6 小時 (評論時已進行 4.3 小時)
搶先體驗版評論
Even very early on in Early Access, this has real potential to be my GOTY 2022. Right now, yes, healing is very difficult/rare to come across, so it's much less roguelike Hollow Knight and more like Dead Cells with boss cells turned on.

That said, once you get a grip on the difficulty, you'll naturally start realizing attack patterns and general awareness are SUPER important, and once you're navigating patterns with ease, your need to heal will decline, allowing you to explore more offensive Curses (buffs that last for the run you're on), and you'll feel better about exploring different weapons you can pick up and weave them into combos and your broader gameplan on any given run.

Once you get into that groove, it's super addicting - the first boss serves as a good wake up call to really make sure you understand HaND's fundamentals, and now I can routinely sleepwalk past him. It's the second boss that I'm starting to learn, and finally managed to beat him once as of this review. I look forward to the additional content!

As far as personal gripes, the only real thing I can say this early on in development is to let the dash have a visual cue to let you know when it's ready to be used again - I've taken more damage trying to mash dash to i-frame out of danger more times than I'd like to admit.

Predictable. Have an awful day, sir.
張貼於 2022 年 3 月 14 日。 最後編輯於 2022 年 3 月 15 日。
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1 個人認為這篇評論值得參考
總時數 31.8 小時 (評論時已進行 30.3 小時)
SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE SNAKEBITE
張貼於 2016 年 3 月 20 日。
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總時數 34.8 小時 (評論時已進行 12.5 小時)
All of the goatmom hype aside, I can confirm you can date a skeleton. And there are about three to twenty dogs, I can never keep a straight count. Undertale did not disappoint and lived up to every standard it set for itself. Did I mention dating a skeleton?
張貼於 2015 年 9 月 15 日。
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總時數 47.1 小時 (評論時已進行 13.0 小時)
Play Hazama, Serpent's Infernal Rapture, win game
張貼於 2015 年 1 月 7 日。 最後編輯於 2015 年 1 月 7 日。
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總時數 11.5 小時 (評論時已進行 10.0 小時)
GAAAAH DAMN IT DAMN IT DAMN IT
張貼於 2014 年 9 月 6 日。
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4 個人認為這篇評論值得參考
總時數 16.5 小時 (評論時已進行 15.5 小時)
Imagine Devil May Cry was made by Suda51.

Or, imagine killer7 and No More Heroes had a child, and "Flower, Sun, and Rain" raised it, if you're already accquanted with suda51.

Needless to say this game is ♥♥♥♥♥♥♥ bananas, get it.
張貼於 2014 年 5 月 23 日。
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2 個人認為這篇評論值得參考
總時數 7.9 小時 (評論時已進行 4.2 小時)
No online, but it's still a damn good story mode.

7 years too late? Sh*t
張貼於 2014 年 2 月 23 日。
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3 個人認為這篇評論值得參考
總時數 53.9 小時 (評論時已進行 23.3 小時)
TAKE IT EASY
張貼於 2014 年 1 月 29 日。
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總時數 313.7 小時 (評論時已進行 141.5 小時)
I don't have a whole lot I can say, but playing Rubick for the first time not too long ago made me laugh like a super villian. Take that as you will.
張貼於 2013 年 11 月 14 日。
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目前顯示第 1-10 項,共 13 項