38
Products
reviewed
471
Products
in account

Recent reviews by Santa Claus

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Showing 1-10 of 38 entries
No one has rated this review as helpful yet
20.5 hrs on record (10.3 hrs at review time)
Cook some fools
Posted 26 May, 2024.
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2 people found this review helpful
13.0 hrs on record
Decent arcade shooter, what it says on the tin.
Posted 28 April, 2024.
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No one has rated this review as helpful yet
5.5 hrs on record (4.5 hrs at review time)
It took 3 hours to install - meaning I can't refund it even if I wanted to O_O
Posted 3 April, 2024.
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No one has rated this review as helpful yet
23.6 hrs on record (14.8 hrs at review time)
Early Access Review
Its basically Pokemon Factorio.
Posted 10 February, 2024.
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No one has rated this review as helpful yet
25.0 hrs on record (10.3 hrs at review time)
This is a Total Conversion mod for Absolver, basically.
Posted 19 January, 2024.
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No one has rated this review as helpful yet
37.0 hrs on record (36.9 hrs at review time)
.
Posted 9 December, 2023.
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No one has rated this review as helpful yet
142.6 hrs on record (61.0 hrs at review time)
ya
Posted 4 March, 2023.
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1 person found this review helpful
43.6 hrs on record (38.9 hrs at review time)
Fun game, don't get what all the fuss was about. Given its Victorian England its astounding how diverse this game is. Just goes to show the woke mob will never be satisfied.
Posted 10 February, 2023. Last edited 17 February, 2024.
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19 people found this review helpful
1.1 hrs on record (0.9 hrs at review time)
Early Access Review
[Inital take...]
This definitely has potential, and it does come with the preface that its an early access sandbox to test out mechanics and get a taste of the game.

Its also a fair price; because while its 16e for a sandbox, it comes with the expectation that further development will be done and so with a little faith in the developer, that 16e feels like a good investment. If 16e for an Early Access game is too much for you, then its likely you don't take much risks with indie games in general; they are hit and miss but when they hit, and they rarely do, they can be amazing.

Pros
****
- Nice range of powers with multiple applications of each.
- Large levels to explore with some basic interactivity
- Decent tutorial that covers all game play aspects
- Solid physics simulation for destruction and movement

Conns
****
- Powers feel a little awkward to use, and more applications for each would be great (suggestions added below).
- Time-control is too easy to enable by accident and its not always useful or desirable. As a new player it was off-putting how often I'd enable it and then get confused if i disabled it because it has no deactivate sound fx.

[Power specific feedback]
Webs
  • Webs are nice, but it quickly becomes 'octopuss arms' as you flail around trying to course correct, time-control helps here and it helps with control in-swing
  • Web bullets/projectiles are weird looking and they bounce weirdly, but I assume there is an intent to make them "splat" on targets and despawn?
  • Web pulling is cool, would be nice if it acted more like a lever though. When Spiderman uses his webs, he has such strength that he can say: web at a car, and whip/yank the web so hard that the car might swing over his head like a hammer swing so he can crush an enemy with it.
  • The abilit to shoot the web at a target, and then shoot a second target to cause them to be linked, like in Just Cause. Use cases: shoot a baddie, then a lamp post to string'em up, create a trip wire to stop a car.
  • An AoE attack that when shot at a person, binds them up in webbing and incapacitates them, if you shoot it at a target like a lamppost, or a wall and another lampost or wall, it should create a web-barrier that things stick to. So if a car is thrown at you, you could web up a shield between two lampposts to catch it to block.

Blaster
  • The sonic blaster should be 'hold' power, like fire. Except it just produces a beam, it doesn't move the player. It should also cause structures to damage and collapse.
  • Beam weapon, rather than projectile. Think Havok/Cyclops. It would be really cool to have it from the palm or eyes, again thinking Cyclops, Havok and Iron Man.
  • More damage, they feel so weak. What about using the track pad to have a toggle for power level? Make a weak blast that costs low energy, but lets you chip away and dispense weak foes, but you could simply roll your thumb up on the track pad to modulate the power output to max and unleash a full energy bar in a beam or blast or AoE
  • AoE: shoot at the ground with both hands, or maybe hold your hands close, palms together to charge and pull apart or "throw" the charged energy down to make an AoE attack
  • Shields: nearly every incarnation of a Blaster-hero has some kind of shield, either always on but breakable (invisible womans force fields), or insanely powerful but short lived and intentional (jean grey telekinetic blocking projectiles)
  • Magnetism...magnetism. We need it. For example: magnetic shield, or using it to turn a car to shrapnel. Create a shield of metal objects as they orbit you creating barriers to projectiles. (think Magneto)
  • Pulse/Sustain: the ability to do a pulse vs a sustained attack.
  • Heat Vision style eye beams are a must!!

Fire
  • The trigger should only make you fly on a full trigger press, 0-75% trigger press for example could simply be flame thrower. And if you do trigger+then+grip it should shoot a fireball out in the direction your fist/palm points.
  • Add a smoke or flame-blowback effect to the ground, its size/intensity could be relative to your velocity!
  • Make thinks flameable with damage over time!

Super Strength
  • Feels like my wrists are made of jello when i pick stuff up.
  • Strength is linked too much to velocity, i should be able to put my fist through a wall relatively easily.
  • Flight is cool but hard to steer or moderate acceleration.

Rock Powers
  • Missing from tutorial
  • Kind of feel pointless
  • Not intuitive

Weapons
  • When I draw my sword its always in reverse-grip
  • Shield feels a little small
  • No natural weapons? Retractable claws *cough*snikt*cough*
  • Throwing cards that explode (somehow :P) would be neat, particularly if you could charge them up for light, med and heavy attacks.


New Power Suggestions
  • Teleportation
  • Radar sense: daredevil style visual perception, noise creates waves which ripple out and thats how you see.
  • Shields: Bubble force fields or even just a small shield "telekinetic buckler" shield or from debris picked up or levetated/orbiting you
  • Telekinesis
  • Powered Armor: mini rockets on wrists (light aoe), hand blasters/repulsors/beam, jet boots, targeting hud, chest blast heavy attack
  • Retractable claws: snkit!!
  • Ice beams/ice slide
  • Glider/hoverboard: Some kind of transportation option that involves standing on a platform that flies, like when Magneto forms a metal plate to stand on in X2, or like Terra from Teen Titans, or Green Goblin's Glider.


[Gameplay]
  • The visor seems a little pointless and also too constraining, I bought a valve index to reduce letterboxing, and that just enhances it.
  • You should fill the black space in the visor with a HUD, and useful or fun UI elements. Like Tony Starks HUD. It doesnt all have to mean anything but the more info the UI shows the better, like scanning enemies, map, 'news feed/police scanner', suit health, etc. OR reduce the realestate the visor takes up so the player sees more of the game world!
  • I had no idea how to spawn enemies, it told me to choose a scenario and I didnt know where to do that.
  • All the outdoor maps appeared to be night time, which was fine but the screenshots for the level were day time, maybe I missed where you can toggle time of day?
  • The sound of traffic was confusing, because I'd hear cars approaching and expect to see a car, but I understand its just a placeholder asset.
  • Cars feel like shopping trollies, light and with a mind of their own. They're also sparse and they blow up too easily.
  • Picking up cars (and maybe other heavy objects) feels janky, I'm not sure how to solve this but just it feels odd trying to fly with a car to throw it.
  • In addition to the hero's HP, the city itself should have HP for missions, but this should be a multiplier for the score/XP, so if the city is destroyed you get no bonus/multiplier or even a negative multiplier


Anyway - I dunno if any of these ideas are useful to you but hopefully you find some value in reviewing them!

Keep up the great work!
Posted 11 October, 2021. Last edited 11 October, 2021.
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2 people found this review helpful
405.2 hrs on record (11.4 hrs at review time)
This game is awesome but Agile is crap, and the review bombers are a bunch of larping losers who have nothing better to do. Thank you to the devs for a great game with amazing levels of copmlexity!
Posted 23 June, 2021.
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Showing 1-10 of 38 entries