December 2023 Update
Next update (works only on profile page)
- Looks cute?
The bad
- Invisible walls and bad colission detection
- Controls are stiff and not fluid
- Textures are low quality and objects can clip through them
- There is no camera panning when we're close to a wall. When we move camera will "move in" the wall. Normally camera would "bounce off" the wall and stay withing the level geometry
- Later levels suffer from being more open which makes it confusing where to go
- Some time trial sections that doesn't work well with stiff controls
- No support for cloud save. I thought it's so easy to implement any game that is not shovelware should have it
- Impossible to change key binding
Conclusion:
I thought it will be cute casual game about spirit fox. And while it is clearly aimed to be cute, it is also weird mix of platforming and really easy and weird puzzles. I would not recommend. Too easy and clunky for adult, too clunky to be played by a kid.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Most tied to progression but some require finding all collectibles (murals and magic staffs). There is chapter selection but it shows missing staffs. |
📊 Performance | Uses too many resources for how simple the graphic is. Another "enough optimized" game that makes GPU howl like it's Metro Exodus with RT. | 💾 Save system | One automatic check point. |
🦚 Game customization options | Extremely basic. Can change basic graphic options. Not possible to change key bindings. |
🌍 Map | No map. First levels are corridors so it's not an issue, but last two levels are open and makes me thing kids may have problem to navigate, without any explanation where they should go. |
🎮 Controls | Awful. Feels unresponsive and delayed. So many times I had to run around to try and make the same jump. Repeating timed sequences. Colission detection is meh and we can bounce off edge even when it looks like we should make the jump. And at the same time we can hover mid-air if we move fox in tiny bits towards the edge, as long as a piece of tail is "on the edge". We can also stand vertically on a wall like a spider sometimes. Fox walking animation looks like it's floating above ground, not like it's actually taking steps. We use LMB to both pick up staff, and bark on wisp to activate stuff. So if we carry staff and need to activate monolith we need to drop staff, walk to monolith, bark, pick up staff again. 2 or 3 times staff clipped thorugh the ground where I put it, and I was not able to see nor pick it up again. Some staffs are required to progress in game, so not sure if progress can be blocked if staff clips through the ground for no reason. Game is so intrusive in showing us what happens after we activate monolith it will pan camera to have cinematic "view", making us unable to move for few seconds. Even when monolith is activated right next to us and we don't need this "focus" to see that doors 1m away from us are activated. |
🕵️♀️ Abilities | We can bark to activate monoliths or tell wisp to "charge" flowers. As normal fox we can run, jump and bark. When we walk over "charged" flower we enter spirit mode where we can activate monoliths and story-piece pictures, walk shortly though obstacles, dash and destroy corruption pods. We can hold only one charge, so a lot of game spins around charging, doing one action, chargin again, doing another spirit action. Flowers grow in patches here and there. While using charges to activate monoliths and solving puzzles is fine, walking in spirit form is way too short. Usually we have enough time to make it to monolyth and press button to activate before we run out of time, and return to physical form. It means some sections are pointlesly long and need to be repeat few times before we find optimal path to run towards something to activate it. |
🤖 Companion and enemy AI | There are no enemies in this game. Only companion is wisp that floats around us and activate objects that are nearby. It does feel like wisp should also guide player when they are lost and spend too much time in a section? It would make it more kids friendly. Now it may briefly show general path towards the goal, but after that it will hover around us without doing anything. |
Technicalities:
Music - ⭐️⭐☆ - I think it's actually the best part of the game. Without different sound themes it would be hard to understand if developers felt that this level is more "inspired" "sad" "uplifting" etc.
Bugs - ⭐️☆☆ - It's not unplayable, but for a game that short it really should not have that many control problems, invisible walls and staff clipping problem.
Orcs Must Die! 3 (Q3 2021) ⭐️⭐⭐⭐☆
Co-Op Tower Defense16h (with 2 DLCs beaten) | 19 of 38 (50%)
- Nice tower defense game
- Good variety of enemies
- New traps are interesting
The bad
- A lot of maps have enemy paths that don't diverge, and it feels less strategic when we need to focus on making one simple choking point per path, instead of trying to funnel enemies and kill in bigger kill box
- There are not many waves per scenario. Most end when we gathered enough funds to have nice trap set up, and it feels there should be one or two extra waves just to enjoy how orks are killed
- Banter between main characters feel less interesting than in previous part
Conclusion:
It is nice tower defense game, and works really well in co-op. Match making and inviting friends works flawlesly. Gameplay is good and my only complain is that each map should have more waves, to allow making nicer kill boxes and enjoy seeing our trap plan works nicely. There is new map type where we need to defend castle and have really big traps at disposal (like balista that shots exploding barrels with big AoD or archers legion that has around 15 of them as a one unit). But those big "outside the castle" traps are not enough to keep enemies away, so it also ends in killing orks inside the castle in choke points.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Most are for beating the game but some require a lot of grind to get good scores on hard mode. |
📊 Performance | No issues | 💾 Save system | There are no saves. Map must be beaten in one sitting. |
🦚 Game customization options | Basic graphic and display settings. Not many accesibility options. |
🌍 Map | There is minimap with dungeon overview which works well. Clearly shows where are enemy paths, where enemies are localized and where are most dangerous orks. |
🎮 Controls | There were rare ocassions where I could not shot weapon immediately after running. But otherwise controls are fluid and responsive. We can run and jump to move around the map. |
📇 Inventory | Bottom bar works as mission trap inventory. There are way more traps than 9 available slots, so we need to chose which ones we want to use. Trap upgrade windows is easy to read and navigate. |
🏹 Weapons | Starting weapons are bow + shotgun, and can be used trought the whole game. There are at least 10 different weapons like swords or magic staff but I never had need to change basic weapon. All weapons and traps have 3 levels of basic upgrades (that either boost damage or reduce cool down for trap activation) and two special upgrades after enough enemies are killed with specific weapon or trap. Like dealing magic damage, stunning for longer or piercing enemies. Each weapon or trap can have only one special upgrade active at a time. All points used for upgrades and unlocking traps are fully refundable. I do feel like there is too many traps, some of them I bought only for the achievement and never used. There are not enough scenarios to test them, I would need to swap traps each 2 or 3 maps to be able to find combos that work well. So I ended up using small selection of mostly starting traps. Tar, lava traps, baricades and wall darts work well in all situations. There is one trap - wine floor - that was added in last DLC and is quite OP. It grows the more damage it deals, which means when it's big enough it will kill all small enemies. Leaving medium orks with half health and big orks and trolls only for us to finish Traps from new castle-maps look nice and powerful but feel like a filler. Those levels can be easily completed with use of standard traps, and at the same time it would not be possible to defend the rift using only big traps. |
🕵️♀️ Abilities | No real abilities. We can place traps on floor, walls and ceiling. Apart from that we have a weapon of our chosing and can equip trinkets that give us small passive boost plus magic attack, like freezing or burning enemies. |
🤖 Companion and enemy AI | Enemies are brainless. Will run to the rift with closest possible path unless interrupted by barricade. If we're around they will try to kill us instead. There are special enemy types that target us directly or go after barricades but otherwise their "thinking" is straightforward. There are no companions if we play solo. In solo play we get all funds normally given to two people and defend rift ourselves. |
🥊 Combat | We place traps to kill majority of the enemies, and finish enemies that managed to walk past kill boxes. It is satisfying to see how orks are killed by our traps, but there is not much more to write here. Each weapon has basic attack and secondary more powerfull attack that uses mana. All traps have cooldown, except for tar. It would be good if traps cooldown would be written on the trap card but it's not. So it's hard to judge which trap to use based on effectiveness and how often it activates. |
Technicalities:
Music - ⭐️⭐☆ - I think a lot of sounds are re-used from previous game. Battle background music is the same in all missions
Bugs - ⭐️⭐⭐ - Didn't encourage any
Planescape: Torment: Enhanced Edition (Q2 2017) ⭐️⭐⭐⭐☆
cRPG56h | 30 of 50 (60%)
- Really detailed character builder and stats that influence gameplay
- Interesting story and lore
- Complex quests which can be solved in a few different ways
The bad
- Characters have problem with path finding
- Enemies are just dumb
- Combat is bad
- Inventory that lacks item stats comparison
- Even in the Enchanced Edition graphic is really dated
- Enemies drop piles of useless junk and there are no merchants with good loot. There is literally one upgrade above starting gear for each character
Conclusion:
Gameplay wise this game is so dated... Many people used to modern games will bounce off after an hour or two, which is understandable. I stayed for story, lore and characters. But I already know I will not start another game from that decade. If you're interested in getting familiar with interesting story it's worth trying. If you need games with good mechanics and modern quality of life features - not so much.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Require multiple playthroughs due to alignment / class requirements to unlock |
📊 Performance | This game would literally run on the potato: Dual Core Processor + 1 GB RAM as requirement. | 💾 Save system | I think infinite number of manual saves |
🦚 Game customization options | Really bare bone. Basic graphic settings and some quality of life improvements in Enchanced Edition. Unless you're die hard fan of original I don't see how "always run" or "full heal after rest by default" would not be used and count as "option". |
🌍 Map | It works but is ugly. Areas are so small and simple it's hard to get lost. Possible to leave custom notes on map, which is not available in modern RPGs. |
🎮 Controls | Isometric game, so not much that could be messed up here. Default key bindings are counter intuitive. "C" doesn't open character card but locks camera with player as a center. Or default for run is "Shift + click" instead of double clicking the ground. |
📇 Inventory | There is both space and weight limit. Items don't have stats comparison on hover. There is no personal chest so extra items must be left in some general chest of barrel on the level. At least all those thugs that try to kill me each 5min won't steal from this open barrel where I keep all my gold rings! |
🏹 Weapons | Really small variety. Each class can use one weapon type, and in my 50h of gameplay I managed to find only one better weapon for each character. 99% of items dropped by enemies and in shop are junk. Character models are so blurry it's even hard to see what they carry. Armor has "Armor Class" where lower number is better, which is leftover from underlying D&D mechanics. So it's better to have armor class of -2 than 8. There is "THAC0" stat that is not explained in game, and google search shows it's "To Hit Armor Class 0". There is only one default attack animation. There is no feel to weapons - textures are blurry and combat sounds are really generic. |
🕵️♀️ Abilities | There are no actual abilities? Some characters have passive buffs and mages can use spells. There are no abilities as in "Dakon learns how to do heavy attack". All attacks are the same and RNG decides on the damage dealt. Spells are not on cooldown or use mana, instead they are single use and reset after rest. Rest can be done only in safe location which limits spells use to hard fights. Quite a bit of dialogues depend on our stats, and wisdom is especially useful as it allows us to have memory flashbacks. That explain better nameless story. |
🤖 Companion and enemy AI | Both are dumb. Enemies just charge to attack. And companions won't attack unless they are attacked first. This is this kind of game where devs wanted active pause to be turned on each 5s, and we should micromanage our team in everything. Not possible to easily move characters around on the character bar. To swap characters around we need to kick them out from the party via character screen, and then re-add them in order we want. But removed character does not go to some hub location, it will stay where it was left. If we leave character in area that is no longer accessible they are gone forever. Companions can also permanently die if they fall in battle and we'd move to another location without resurrecting them. |
🥊 Combat | Look above. Characters only have basic attack, need to be micromanaged in everything. Like someone with weak stats and all healing spells will go and try hit enemies with bare hands. Not helpful. I do agree with many other people that combat is the weakest part of this game. It's there as a filler, not main focus. If I'd play this game again I would straight drop difficulty to 1 (there is 5 point scale) to spend only absolute minimum fighting. |
Technicalities:
Side note
With this post I oficially beaten my Steam backlog. There is 0.5% in not started and unfinished on the bar graph, but only because otherwise it was not generated properly.
I was finally able to beat Planescape Torment after going back home for Christmas. Took wayyy longer than anticipated, I thought I have 2 or 3 hours left. And it was close to 12h.
I spent around 6h going through my wishlist and observed games, and removed stuff that was added “as looks nice”. I will try to do more research before I add games, to not stumble on another Spirit of the North or Vampyr. Not unplayable games, but games where I see credits and think I could spend this time so much better than playing this.
So many games that still keep high base price, or don’t have 66% / 75% discount. Wonder how recent price spike will influence discounts. Was near buying Doom Eternal, and then saw DLCs cost more than base game, and there is no GOTY 1,5 year after last DLC release. Want to play full game and don’t want to pay for short DLCs more than for the base game. I may end up getting former PS exclusives before I play this one :hehe:
Congrats on beating the Steam backlog!
You can make the graph just fine without those 2, you just need to make sure the numbers of the other categories add up to 100 (which sometimes they don’t due to rounding).
or
You can make the graph just fine without those 2
I… never thought of that, lol. So simple and I missed it.
you just need to make sure the numbers of the other categories add up to 100 (which sometimes they don’t due to rounding).
I tried it many times but it never worked. Turns out those 0% categories must be at the end of the list (like you did). If you try to copy-paste them in the middle (like I had - completed, beaten, unfinished, never played, dropped) it will not generate properly.
Happens to us all sometimes :D
And yea, I have no idea why it hates it if you put it in the middle, it should work regardless >.< but I guess since you can’t see it anyways I guess it doesn’t matter if it is in the middle or the end.
You know you can just…mark them as beaten, right? Regardless of whatever messed up on their end, that much is in your control.
They are marked as beaten but I could not generate graphs properly. But I get tip below how to do it ;D