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Recent reviews by RocketShep

Showing 1-5 of 5 entries
1 person found this review helpful
66.9 hrs on record (31.2 hrs at review time)
Early Access Review
Sincerely the best digital-brick building game I can think of. A toybox of joy.
Yes, it's Early Access, but it's been in development for over eight years now, and I've been able to see how far it's come, with only more on the way. As it stands now, I'm happy that the development team can finally earn something from all of their incredibly hard work.

The building is robust, versatile, and intuitive, the physics are fun to play with, the guns are entertaining, and the sheer potential of the wiring system only improves with age and understanding. Seriously, one of the default worlds that comes with the game is a miniature Conway's Game of Life. I enjoyed building little city buildings, maps, giant contraptions, and even just cars. I've seen people build mechs, boats, incredibly ornate heavy vehicles, and all sorts of ambitious projects. One of the most famous servers is a gigantic cyberpunk city full of detailed buildings, objects, and artwork.

I was fond of Blockland and the early years where Roblox was much more Lego-like, and this game is fulfilling those feelings in ways I haven't known for years.

You could call it a sandbox, sure, but personally I'm more fond of calling it a toybox. If you die, your character actually makes noises as a ragdoll depending on how fast you're moving. I got flung into a skyscraper once, bounced off, and sounded like a tiny plastic helicopter from how fast I was spinning. There's just so much whimsy and sheer joy to be found here.

Also, the performance? This game is REMARKABLY well optimized. I've seen the team's development logs, and the sheer wizardry at work making thousands - even MILLIONS - of bricks rendering without the engine breaking a sweat? It amazes me.

Sure, there's some hiccups, but I've seen how quickly the team tries to address it. If something feels missing, it's probably on the to-do list, and the team communicates as much where they can. They also play the game fairly often, joining public servers to get a feel for themselves how things are going.

So, yes. It's Early Access, but there's tons to do and tons to make and play, considerably more "things to do" than back the previous public alpha versions, and a passionate community backing it all up.

If you enjoyed Blockland? You'll probably have fun here, just know that with a newer game there's not as much community legacy yet (although many people have recreated Blockland maps and objects in Brickadia).
If you enjoy Garry's Mod, tinkering with physics and a variety of gamemodes? You'll probably have fun here.
Do you like Legos? The building system is considerably more intuitive to me than even LDD was back in the day.
You get the idea.

It's only going to get better with age.
Posted 12 July, 2025.
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No one has rated this review as helpful yet
5.8 hrs on record (5.2 hrs at review time)
Great freedom of movement, fun level design, really fun music.
It's been scratching the itch I've been wanted for retro atmospheric exploration without overfocusing on the idea of, say, "n64 platforming". It oozes style, charm, aesthetic appeal, and overall feels like a game that the developer was really, sincerely interested in and enjoyed making.
Posted 11 October, 2023.
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1 person found this review helpful
9.8 hrs on record (7.8 hrs at review time)
Okay! So, I just finished Gravity Circuit, and I think it's skyrocketed up to being... basically my favorite Mega Man-style game ever. I'll always love the Zero games, but this is just... It's so, so good.

It's flowy, fast, fun, and beautiful. It's a familiar formula without feeling stale - it's refreshing, distinct, and has a really strong identity.

The story is succinct but well-told, and exactly what it needs to be. The game isn't very long, but isn't short either, and has my favorite renditions of classic Mega Man tropes I've ever seen (like the usual boss rush near the end).

The gameplay itself is really fun, rewarding, and satisfying, the combat is punchy, the grappling hook feels perfect, everything's colorful but in a really sharp and consistent way - the way the game uses limited color palettes means everything is immediately visible at a glance, no matter how colorful the level is. Enemies contrast properly, and so do you. The artstyle itself is gorgeous - The robots are expressive, the cutscenes get a ton of mileage out of strong poses and simple eye movements, everything looks and feels just right. Personally, I'm really charmed by how the characters bounce a little bit whenever they change poses, it feels so snappy.

The customization options let you tailor your playstyle and difficulty. The animation is smooth, sharp or bouncy as needed, the special moves feel fantastic, the music is so much fun (it's like a wonderful homage to Mega Man, X and Zero, but it feels like it winks at other classics like Sonic CD and F-Zero, all really upbeat and fitting and it just zooms)...

I think I'll be back to replay it just entirely for fun, honestly. It's not so long that it'll feel like an ordeal. The challenges to play it flawlessly or without upgrades feel like they'll be an exciting (and very doable!) challenge. The boss fights are all spot on with a clear balance of strategy and tricks - patterns to exploit, safe places to dodge...

Look, I'm just saying, this game lets you interrupt the bosses in the middle of their attacks with a leaping, spinning piledriver grab. I don't care that it's not my most powerful special move. It's about sending a message.


SF6 blew me away this year, but I think this shot up to one of my top games of the entire year so far.

You know that meme that goes around - "I want shorter games made by fewer people who are paid better, and I want it now?" It's like... It feels exactly like that. It's charm, passion, it's so direct and wholehearted.

This game is worth every cent of its extremely reasonable price tag.

The best way I can describe Gravity Circuit is that it's a "Goldilocks game". It knows exactly what it is, what it wants to be, and streamlines that the best way possible. It's not trying to "remove what is unnecessary." It's just the opposite. It's just right.

Gravity Circuit focuses on exactly what it needs to be, and delivers it 100% with all of its heart and soul. And I love that.
Posted 17 July, 2023. Last edited 17 July, 2023.
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53.8 hrs on record (5.1 hrs at review time)
I would /absolutely/ reccomend this game. It's a very challenging game, with simple controls - but this doesn't mean it's simplistic. It's just easy to understand for the basics. It's got rogue-like elements, say, if you die, you have to start over from the beginning, but you keep any items you unlock (unlocking just means it's added to the list of items you can randomly aquire in-game). It's difficult, but in a fun and challenging way, and I can definitely see how they did their best to make you not blame the game if you die, but instead yourself - so far, I've not gotten upset at the game at all. Any times I've died weren't because the difficulty was unfair, but instead because I made a mistake/got myself into a situation where I was unprepared. Overall, a fantastic game.
Posted 21 November, 2013.
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No one has rated this review as helpful yet
73.2 hrs on record (16.0 hrs at review time)
A great game, and a great way to completely improve on Sanctum 1. I've been hearing a lot of complaints about all sorts of things - like how you only have ten towers, or two weapons, can't upgrade your weapons, resource gathering, and all sorts of things like that. But, personally, I think that these things helped improve on Sanctum 1. Less towers to force you to be more strategic, instead of spamming everywhere. You don't /need/ to upgrade weapons, so it was removed. Resource gathering, I suppose it could be an issue in public, but if you're playing with friends and you can communicate it, things shouldn't be a problem. All in all, this game is a blast because it's not only action-packed but it forces you to be strategic about it - especially in maps where enemies are coming from more than one direction.
Posted 16 May, 2013.
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Showing 1-5 of 5 entries