36
Products
reviewed
800
Products
in account

Recent reviews by Segab

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Showing 1-10 of 36 entries
1 person found this review helpful
56.7 hrs on record
The game's theming is extremely well thought out, from the art style to the puns, even the mission structure and the story beats. It's a satire of startup culture, but goes beyond by commenting on modern society while building up relatable flawed characters without sounding heavy-handed.
As for the gameplay itself, best way I can describe it is a roguelite dungeon crawler with Breath of the Wild's moveset minus the shield?
The game's structure threw me off at first and I almost dropped the game in my first hour, but I ended up loving it. I'm now trying for the last post-game challenge to get 100% and at it feels unfair in part because there are game breaking bugs, but until then I had an absolute blast.
Posted 8 March.
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1 person found this review helpful
1.1 hrs on record
The moveset flows well and works for a speedrunning game where you can improvise and take shortcuts, aka what they call an "expressive platformer". (The sidejump's insane momentum feels really weird but that's beside the point). The problem is... the pacing of the game doesn't seem to match the moveset at all. You have to navigate an empty sea to find the next area that essentially consists of floating platforms, then you have to do bite sized platforming challenges picking up collectibles have a tiny hitbox so you have to be precise. There's also way too many cutscenes and dialogue with writing that I don't care for, poor animations and buggy camera angles.
In other words, this has all of Sonic Frontiers' flaws. I personally didn't love Mario Odyssey but if you're gonna go open world I think a formula closer to that game would work better.
Posted 8 March.
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No one has rated this review as helpful yet
0.9 hrs on record (0.6 hrs at review time)
Tickles my brain the same way Source surf levels and Tiny Wings did! I'm not sure how much variety and longevity the full game will have, maybe more depth by adding tricks and combos? Either way I'm sold!

One note, browsing the shop on foot is a little janky and jarring compared to the otherwise polished menus & gameplay sections, even just changing the camera sensitivity when in "walk" mode would help a lot.
Posted 3 March.
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No one has rated this review as helpful yet
7.1 hrs on record (0.5 hrs at review time)
Picross + customising your house like Animal Crossing. Nothing particularly new but it does those things extremely well and it's as polished as a Nintendo game. Only way it could be made better is by having NPC characters visit you based on your decor or something.
Posted 3 March.
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2 people found this review helpful
0.9 hrs on record
There's cool ideas in there but it's still way too rough to recommend.
The metrics of the jumps and how they coincide with level design need to be reworked, most platforms look like you can double-jump to get on them but you end up 10cm short, forcing you to repeat jump-jump-spin every single time. It makes everything a little tedious.
Once the character is moving it feels pretty good but the initial acceleration is painful and janky. Roll-jumping also needs coyote time, without it the mechanic doesn't feel right and it's often required to do in tight spaces which is counter-intuitive. I also had a bug where kicking on edges to jump stopped working entirely, I had to get creative with the moveset to finish the demo. If anything that proves there's potential!
Posted 2 March.
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3 people found this review helpful
0.7 hrs on record
I can see it's going for a Webfishing-like and adding co-op will definitely help, but the size of the map and its variety will make or break this game, and currently it's far from there. Doing fetch quests by driving around in an immense flat desert is not my idea of fun.
Posted 2 March.
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3 people found this review helpful
58.3 hrs on record
It feels like a collection of NES homebrews made by current day indie devs with infinite time on their hands.

Some are amazIng, some are derivative, some are clunky, some are frustrating or confusing. It was done on purpose, it's part of the charm of games from that era, except this time the games are designed *around* that clunk and lack of instructions instead of being limited by those.

Whether some games feel dated on purpose or not probably won't matter to some players and they will decide to pass on those. But there's enough games with an interesting modern twist that UFO 50 is an easy recommendation if you enjoy any sort of indie game, even if you end up skipping most of them for one reason or another.
Posted 4 December, 2024.
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1 person found this review helpful
1.9 hrs on record
Early Access Review
It's Battlefield with jank animations and the worst UX you'll ever experience. I don't mean the Roblox look, I mean it's unclear when your reload ends, what killed you, what you're doing with mags, what your items do, what your health is, etc.
If you just want a cheap Battlefield and only focus on pointing and shooting with ridiculous amounts of grinding, you might enjoy.
Posted 2 December, 2023.
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19 people found this review helpful
5.5 hrs on record (4.8 hrs at review time)
Between the Y2K aesthetic and the tough PS1 puzzle platformer gameplay, Vividlope nails everything it set out to do. Reminds me of Q*Bert, Devil Dice, Intelligent Cube, and Super Monkey Ball all mixed up in something completely fresh.
It's probably best you ignore the achievements, just play like back then: sit back, do your best and move on, maybe you'll come back to get a better score, or maybe not!
Posted 27 November, 2023.
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7 people found this review helpful
9.8 hrs on record
This game aged badly, it came out on DSi and still somehow feels like a Gameboy Color era metroidvania. The game looks and sounds great, it has plenty of interesting ideas, but it's full of little annoyances that pile up. Here's a few:
  • Fast travel locations are awful, the closest one to the shop & town is still 1 screen of tedious enemies away.
  • Getting hit stops your jump momentum so it can unfairly make you fall down a pit, and doing so warps you back all the way back to the start of that screen.
  • Doors and entrances all look the same within a biome so you end up losing track of where everything is. On top of that, the map is imprecise and doesn't show your location in caves or underwater at all.
  • No hints of collectible locations or whether or not a dungeon was fully scavenged. Not even in post-game.
  • Bosses have no health bars and some do that thing where they're untouchable until they do their vulnerable animation.
  • Saving is done manually at oddly placed specific locations so no checkpoints after beating a boss or watching a long cutscene.
  • NPC dialogue doesn't acknowledge events that happened since then (ex: if I've delivered what they asked of me, they'll still tell me to deliver it). Multiple times they even said something that was relevant to an event that had yet to happen, throwing me off my path completely.
There's an ending/achievement for getting everything in under 4 hours, and it took me 8 hours to complete. It did feel like half my playtime was spent backtracking aimlessly and/or needlessly. A proper map system and a few extra lines of dialogue would've fixed most of my complaints, because despite all of this I had some fun. Reminder that this is a Director's cut, yet they just kept the awful map untouched and didn't fix the dialogue. It's just really hard to recommend unless you're specifically looking for a Gameboy/SNES era metroidvania with a game guide open at all times.
Posted 23 March, 2023.
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Showing 1-10 of 36 entries