14
Products
reviewed
515
Products
in account

Recent reviews by Ṭoyoka

< 1  2 >
Showing 1-10 of 14 entries
No one has rated this review as helpful yet
104.8 hrs on record (64.8 hrs at review time)
Oxygen Not Included (or ONI as the community likes to call it) is quite an interesting mix of simulation and survival that I recommend for people who enjoy simulation games but are tired of the same kind of perspective and gameplay from other games in the genre (mostly Rimworld [RW] and Dwarf Fortress [DF], as those are the most popular). DF and RW and other types of games simulate some amount of things but each game has their limitations. ONI is more oriented towards surviving and expanding through progressively harsher biomes and utilizeing the resources of said biomes to progress further in (and out of) an asteroid that you start in the middle of, whereas games like RW and DF count on the passage of seasons/cycles, colonist's ages, and a constant influx of enemies, new settlers, and traders to keep you on your toes in a predefined piece of land (or one that you chose to move to later on in the case of RW).

In ONI, you have some relatively accurate simulation of certain physical phenomenon such as liquid and gas pressure, density, and flow (ie. Carbon Dioxide is heavier than Oxygen, and will build up on the bottom floors of your colony while lighter gases like Oxygen and Hydrogen will float upwards) that other games lack. This can either be an enticing new experience for some players (like me), or a turn-off for others who are not interested or not comfortable with learning these types of mechanics physics-based. These types of physical phenomenon interact with some mechanics in both intended and unintended ways (by the developers), to the point that there have been numerous community-made guides and compendiums that show how to make certain structures which exploit these mechanics for the purpose of efficiency (and fun/challenge/showing-off, in some cases).

There is certainly a lot of depth to this game and as of this review, I have 64 hours played and still have barely breached into the second biome (there are ~5 or more, I think, depending on what asteroid you choose to start on). In fact, I made many mistakes in my first colony which I learned from and decided to start over, which is part of the fun of playing the game and understanding its mechanics.

I encourage people to go in blindly on their first run, without looking up the wiki or any guides on the mechanics or on how to progress (the game itself has an in-game compendium of sorts, which has tidbits of information), as I think - if you are like me - you will find enjoyment in the process of learning (and failing) and starting over with the new knowledge you've gained (it *is* possible to continue your old colony, but in my case I made so many mistakes that it was difficult to dig myself out of it even with the new knowledge I had obtained, but mileage may vary).
Posted 18 February. Last edited 18 February.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
517.3 hrs on record (369.9 hrs at review time)
Early Access Review
This sim game is quite different from other sim games IMO. It feels like a combination of factorio and planetary annihilation (without the... planetary annihilation part) where you slowly build up a factory on your starting planet, extracting and converting resources into usable products, and expanding outwards to other planets, obtaining new and rare resources and further expanding into other star systems in your local part of the galaxy. All to create dyson spheres around your stars which power your planet-sized factories to... make more stuff and add to the galactic power generation! Yes, this has some aspects of multiplayer where you are contributing to a global power generation with others who are also creating dyson spheres. There is also a multiplayer mod on Overwolf (a third-party application) which allows you to play in the same session with your friends if you want to play that way. There's also some form of player customisation which is mostly aesthetic but also contributes to your mech's combat power (more on that below) which requires certain resources to ceate, based on what you want to apply to your mech. There are blueprints for different designs which you can create and share with others too.

It's pointless to explain every aspect of this game because you just have to play it to understand and there's a lot to explain. It has a lot of QoL features compared to factorio and other similar games and it has been getting consistent updates since its initial Early Access release on steam. They are also planning on adding combat to the game, which is thankfully opt-in (because I already stress myself out enough with trying to get factories and ratios right, I don't want to worry about killing aliens too!) and your combat ability will likely be directly tied to how you apply different parts to your mech.

There are a few things which contribute to poor performance but those are being ironed out by the dev team and you can even dynamically change some settings like logical calculations vs. graphical calculations to balance things out. Overall, I recommend this sim if you are into factorio or other similar games!
Posted 16 May, 2023.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
60.4 hrs on record (59.8 hrs at review time)
Pretty good ARPG. You can experiment a lot while leveling and you can respec your character as much as you want for free unlike most other ARPGs where they shoehorn an arbitrary price to respecing, and most builds are viable if you have decent stats/gear around your level. I found myself upping the difficulty pretty consistently throughout the campaign's progression. After reaching the end of the campaign, however, the powercreep becomes quite ludicrous. Possibly worse than D3 in some ways. That is, if you have the Ancient Beasts DLC.

I don't recall whether there's more to do after the campaign if you don't have the DLC as I didn't bother to check carefully before buying the DLC, but the DLC adds a whole different passive tree that you progress through by unlocking nodes by doing certain dungeons with particular objectives, as well as a "pet" that you can unlock and grow that holds some amount of items for you as well as having a few passives that you can unlock and customize which help you while dungeoning. Still worth playing if you like ARPGs, and I've definitely got my money's worth out of it. I'm still far away from reaching true endgame as I stopped early in the DLC passive tree but I come back to it every now and again to chip away at progression.
Posted 16 May, 2023.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
851.7 hrs on record (235.6 hrs at review time)
Better than any other ninja looter-shooter of its genre! Destiny? Borderlands? Nah. Warframe's where it's at!
Posted 29 June, 2019.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
149.7 hrs on record (99.1 hrs at review time)
Early Access Review
Pretty fun game. It has gone through a lot of development over the last 5 years that I've purchased it. Most notably, the map was almost completely overhauled. Many places to see, many things to do.

Decided to start out as a merchant (for the pack bull and the trader's backpack, of course!), promptly stealing everything I could find. Managed to stock up on building material and made my way into the desert wilderness and away from the comfort of my home town. End up finding an "old village" which was more like a couple buildiings (some broken, some standing) and some farm land. "Perfect spot!" I thought, not realizing I was settling in owned territory. Not long after I settle down (note: made a small square of walls, gate, and a shack) I get visited by samurai conscripts.

Since many things in the wild are dangerous and approach you with the intent of killing you, I was cautious. The leader of the group told me I was building on Unitied Cities land and that I had to pay a tax. "Pay us 3000 for your little crapdump you made here on our land!" ♥♥♥♥. I told them I couldn't afford to pay, and they said "ok, but we'll be back in three days and you better have your money!" so I tried to set up shop in my little shack and left some crap on the counter to sell. No one came to trade (although some starving vagrants did come and try to attack my gate..).

Figured I might as well go to a nearby town and sell my junk there instead. I quickly sell some items at a nearby town (and also steal some more stuff!) and come back with some extra money on top. Still some time left before the conscripts come back, so I decide to head over to a nearby slave camp to see what's going on. I pay for a slave. Hoping for them to join my squad and help me with running my little place of residence, they follow me for some time before promptly running away saying "I'll pay you back some day!". Well damn, there goes 1000 cats (that's what they call money in Kenshi land). "Ok" I thought "at least I have enough to pay off the conscripts". I get back to my ♥♥♥♥♥♥♥♥♥ and wait for the conscripts. They arrive soon after. "Ready to pay your taxes now?" They asked. "Sure!" I was elatted that I finally had the cash. "That'll be 4500 cats" 4500 cats?! ♥♥♥♥♥♥♥♥♥♥. I was pissed. I knew if I kept evading the taxes, that they'd come for me and imprison me. Made my way to several nearby towns and had myself a looting spree. Made quite a bit of money (none of it would end up going to the conscripts, spoiler alert!), hired a bunch of pack animals and some recruits and made it my duty to remove my crapshack from the face of the earth and REBUILD where no one can tax me! It was decided. I would build in a place called "Howler's Maze" or something of that sort. A bunch of islands off the coast of the main world. I was not aware of what I was getting into.

My adventure stops here though and I'm on the shore of the largest island of Howler's Maze. It is full of crabs. Very strong crabs. And sporadic bouts of acid rain weather. But I have building material. So. Much. Building material. I will make the town in the middle of this hazerdous island. It is my destiny. And it wil be glorious.

10/10 make your own story squad-based open world RPG.
Posted 9 September, 2018. Last edited 10 September, 2018.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
602.6 hrs on record (341.1 hrs at review time)
Great all-around tool. Does most of what you want a modeling suite to do, and then some. The only drawback is that the amateur version limits your maximum texture resolution to 4k and you only get to work with 7 paint layers (which is ridiculous, to be honest. Pleaste bump it up to at least 14!). I use this software mostly for converting low polys I made in other software into highpoly for sculpting and painting. Retopology with 3d-coat is also interesting and - dare I say - fun? Yes. 3d-coat is a great piece of software for a good price. Just don't put all your eggs in one basket, if you know what I mean!
Posted 8 September, 2018. Last edited 8 September, 2018.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
13,083.7 hrs on record (3,284.6 hrs at review time)
Even bots trigger me! Do not play unless you like your soul taken away!
Posted 23 November, 2016.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
0.0 hrs on record
This is the most amazing 30 minutes you will ever spend! Awesome movie!
Posted 29 May, 2015.
Was this review helpful? Yes No Funny Award
66 people found this review helpful
1 person found this review funny
46.8 hrs on record (2.7 hrs at review time)
As a user of MODO SE since near its release early this year, I think that MODO indie was a much needed upgrade and with good timing at that. Many aspects of MODO have been improved, although not without a larger price tag (The Foundry also offers a subscription-based deal, similar to MAY LT, which may prove to be better for some people). MODO indie is the successor to MODO SE (which is no longer supported, although still usable), and a worthy one too. With it, MODO indie brings some very sought-after features that were missing or lack-luster in MODO SE.

First and foremost, the import/export polygon (yes, POLYGON, not triangle!) limitation has been hightened exceptionally to a grand number of 100k polygons (200k triangles), from the previously measly 7k that it used to be. In addition, the commercial restrictions that made MODO SE previously only a Steam Workshop-oriented tool has been lifted, so you can sell your creations fullstop. AS well, it can be used for any range of game engines that supports the file formats that MODO indie exports to (restricted to .obj and .fbx). Speaking of the Steam Workshop, MODO indie does not include the feature that was present in MODO SE (of exporting directly to Dota 2). But this is, if anything, is a minute inconvenience since Dota 2 supports .FBX files just fine, and TF2 and CS:GO both handle .OBJs, if you follow some simple tutorials around the web (those who still have MODO SE can still use the previous method of exporting directly to Dota 2).

Now, with the new commercial restrictions lifted, another restriction was created in its place. It shouldn't affect people too much, but it may prove troublesome to those who are a team of developers who want to share their files between seperate instances of MODO indie. A new file encryption was implemented to the save file formats to restrict any files to a particular Steam ID/Steam account. Since I am a solo developer, this does not concern me. But it may prove to be an issue for people who would want to otherwise share their work. The proprietary file format MODO indie introduces (.lxf) is also not compatible with the full verison of MODO if one chose to upgrade and continue their work on that version.

Despite this, other key aspects of MODO (the full version) have made their way into MODO indie, which were also quite sought-after by users of MODO SE. These being animation (rigging as well), dynamics, and better rendering capabilities.

With all that said, if you haven't already bought MODO SE, you may want to wait for MODO indie to go on sale. It's definitely more expensive, but also has more going for it. The choice is yours!
Posted 11 December, 2014.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
99.8 hrs on record (47.2 hrs at review time)
An interesting FPS-RPG. Having been in development for almost a decade, E.Y.E is one of those gems in the rough that go under the radar, unnoticed by most. Inspired by several sci-fi - related themes such as Blade Runner and Ghost in the Shell, E.Y.E is a game you won't want to miss if you love anything sci-fi. The stufio behind E.Y.E is also working on a first-person Warhammer 40k game, so it can be assured their talent is well developed from E.Y.E.
Posted 30 September, 2013.
Was this review helpful? Yes No Funny Award
< 1  2 >
Showing 1-10 of 14 entries