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Recent reviews by Danger

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Showing 1-10 of 20 entries
1 person found this review helpful
23.3 hrs on record (3.1 hrs at review time)
Oh those pesky content creators! The game just got released and there are already countless guides, some of them even 20 years old!!! :)
Posted 24 April.
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2 people found this review helpful
345.0 hrs on record (28.6 hrs at review time)
Early Access Review
I love the slower pace, you can actually finally play in co-op now without your friend being constantly half the map away. Combat is extremely smooth and fun. It's not an easy game, it's very challenging but since we will get only better from here I like the difficulty curve. That said, I won't be surprised or mad if some encounters in Act 1-3 (Normal) get slightly nerfed so it's still challenging, but not impossible for some players or builds. Expectation here is to retain more players who would otherwise rage-quit but will stay long enough to realize the rich options that open to them if they keep playing further.

Anyway, graphics are superb, music and sounds are awesome, only real issue and concern for me is probably the speed of world map loading. This needs to be instant, even if it means to update it in the background over time.
Posted 9 December, 2024.
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2 people found this review helpful
49.3 hrs on record (14.0 hrs at review time)
Thanks YT algorithm that made me aware of this jewel. It's beautiful and plays well, similarly to cosmoteer, but it's single-player only.

Normally that's a negative for me, but in this case... I think it's fine. It's not easy to add co-op when you're trying to tell a story, but if there is any chance to have some other, more combat-oriented mode where it's pew pew 95% of the time, that would be a great opportunity to add co-op for. Because the combat in this game is just awesome.

Will update this review after I get to the dreadnought and have some fun with it:)
Posted 3 September, 2024.
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1 person found this review helpful
175.5 hrs on record
If anyone reads this, keep in mind I love this game and can pretty much recommend it for the core content that came before S1. The combat gameplay, modules, upgrades, it's all a lot of fun, I spent a lot of time playing and I would continue playing if the game sticked to the things it does well and didn't try to reinvent the wheel. So I really hope that devs will get it and let me return to it soon.

Right now I'm rather disappointed with the direction that S1 introduced but still, the pre-season content was nicely polished so if you're reading this and looking for a great looter shooter with quite fair monetization (only cosmetics are worth buying, so don't waste money on boosters or upgrade materials, they can be farmed in very generous amount of time compared to other games), you're going to have a lot of fun for 100-200 hours, for free:)



Some objective criticism for devs:

I played a lot during pre-season and love the changes they did to the original content. Dungeons are more fun, bosses are more fun (less waiting to restart it), it simply works... as long as you have some goal (like bringing one character and weapon to its maximum potential). Once you're done, it's somehow difficult to keep playing and trying other stuff, especially when the new content in S1 goes entirely against what I think the community wants. For me, this means I am not going to play S1 and might even skip S2, giving another try in S3. I like that devs are trying to listen, but I guess it will take more time to get synced with the player base.

Some suggestions:
- we want pew pew, loot loot... this game does it well, so don't cripple it with annoying puzzles and action-less areas where you wait and get bored
- reducing outpost timer (5 minutes was crazy) was good direction, but 1 minute is still bad, just set it to 30 seconds, OR make it last twice as long with twice as high rewards... get rid of the waiting and boredom
- you have beautiful areas and yet we keep fighting bosses in ugly arenas with annoying mechanics (like the lava)... does it even make sense? I would expect to fight these bosses in some ruins on the land
- it's a bit better now with module polarizations (sorry for warframe term, I can't really get used to what it's called here), but I don't still like it and won't invest into it... I think that one reset per slot is quite enough per one character/weapon and the game should let you change polarizations freely on slots that you already polarized... I want to try other builds and other characters and this is still a bit much for me to accept... you don't have to copy warframe 1:1, you can make some improvements/QoL... I would be even happier if the game tracked the total number of polarizations we ever made and turned some number of slots into GOLDEN SLOTS.... let's say 10 polarizations = 1 golden slot, 25 polarizations = 2 golden slots, 50 polarizations = 3 golden slots, 75 polarizations = 4 golden slots, 100 polarizations = 5 golden slots, 125 polarizations = 6 golden slots, which would be MAX. Each golden slot would let you change the polarization on ANY character or weapon, even if you just unlocked it. Players would still have to grind, but there would be some motivation and long term reward to work towards.
- get rid of the Sharen requirement for special rewards (same applies to Enzo), I have both and the switching is just making me annoyed since it forces me to play a class I don't really want to, in order to get things that I cannot get other way... And on top of that, you're forced to play private sessions, because in public games other players will ruin your infiltration 90% of time.

I think that Enzo's bonuses should be account-wide (if you have him unlocked, you get them). And if you have Sharen unlocked, you will have 25% chance to get the material even if it's not your active character and with no infiltration required at all.

If you really want to keep infiltrations, just do it the smart way. First, by making her work the way I described above you make even solo players motivated to get her and they won't be punished in public session anymore, since the 25% chance will be passive for the owner.

And in groups, if you actually make the effort to play as Sharen and actually do the infiltration, she will let everyone participating in the event to have 25% chance, but she alone will get +25% extra chance for actual successful infiltration. That's how you make everyone happy.
Posted 4 July, 2024. Last edited 6 September, 2024.
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2 people found this review helpful
1.7 hrs on record
Early Access Review
Do I like the game? YES

Can I recommend it? NOT YET

It's early access, everyone knows this - my review will change over time and I expect to eventually give it a thumbs up. In most categories the game exceeds the first one already, but in the main one it lacks a lot.

- I love the overall graphics design; I am not a fan of diversity when it comes to characters inspired by history just to satisfy some people, but this is not exactly a game where it matters much (it would be way different in games like Kingdom Come that actually wants to represent the past world accurately)

- Main issue right now is probably that they went too far with the diversity even in gameplay. It feels like with more options there is that much RNG that I struggled to make a single run (got to the second boss in those two hours) where I was allowed to play the way I wanted... in the first game there was always an option to get something useful. Maybe it improves overtime with more unlocks, but right now I think I will wait for more updates. It's early access, game will change and get better and my review will change as well.

TL;DR: I like more options when it comes to combat, which is what this game is all about. But you cannot expand number of options without expanding the system for their selection, else some (not all) players like me will be disappointed for being unable to make any meaningful choices and make their builds functional. It kind of worked for the first game since its combat was simpler.
Posted 10 May, 2024. Last edited 10 May, 2024.
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No one has rated this review as helpful yet
6.4 hrs on record
- game is still not available in the countries it was removed from
- the remaining community managers should be fired, but no, instead they fired the only community manager that maybe didn't do everything right at the start but in the end was on the community side and did his job; but don't give him too much credit, players are not stupid, these reviews DIDN'T happen because he told us, but as a natural consequence of Sony not understanding the PC players

As a community we acted too fast from the excitement. Not going to repeat this mistake again.

This time I won't change review to positive unless these points are resolved as well.
Posted 4 May, 2024. Last edited 8 May, 2024.
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No one has rated this review as helpful yet
4.8 hrs on record
This was a good bucket.
Posted 28 October, 2023.
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No one has rated this review as helpful yet
2.5 hrs on record
Do not usually play this kind of games, but the trailer looked interesting so I tried... and it was very catching, finished it in one session with an ending I was very satisfied with:) It's like there is something for everyone. Only thing I would love to see after end credits is unlock of some in-game completion guide that gives you hints for the scenarios you didn't see yet. I feel like there is still so much great stuff I didn't see.
Posted 26 October, 2023.
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2 people found this review helpful
12.9 hrs on record (12.1 hrs at review time)
Very funny game inspired by real events around the Unity's game-changing install fee plan:) However, developer might introduce auto-clicking in options for those of us who want to fast-forward just to enjoy the "story" and "mails":)

But since most of the people trying this have developer experience anyway, I can only imagine how many of us use auto-click already. This feature is a suggestion for non-dev players:)
Posted 11 October, 2023. Last edited 11 October, 2023.
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16 people found this review helpful
164.0 hrs on record (16.9 hrs at review time)
I have to agree with the negative reviews that this game is SO IDLE that unless you just love watching those cute fishes you will quickly start asking yourself what is the point of running this "game".

However, it has a great potential. I posted some suggestions on discord and it seems like the developer is thinking similarly and is not only going to tune the game loop based on the feedback, but also add some QoL and make the collectibles in game more attractive so it's not just visual but has actual impact on the game progress.

Right now, there is a huge gap between active and passive play, something like 4000% difference. It would be great if some mechanic was introduced that would allow automatic feeding with roughly 50% efficiency compared to doing it manually (so active play is still better rewarded). There is even simpler solution - holding right button drops food at 100% rate, while right-clicking once just sets/cancels automatic feeding at clicked location at 50% rate, letting us feed the fish passively and using the mouse somewhere else (making this finally regular idle game).
Posted 7 September, 2023.
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Showing 1-10 of 20 entries