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Recent reviews by David

Showing 1-3 of 3 entries
4 people found this review helpful
1
20.3 hrs on record (18.1 hrs at review time)
I'm am a second year Game Design student at Solent University and have been analysing Han'yo from a UCD (User Centred Design) perspective. Some feedback is as follows:

Positives:
- The art is excellent in both style and quality
- The music is great and fits excellently with the gameplay. The use of fades between idle music and combat is very well executed
- Sound effects throughout the game are correctly timed and well selected
- Gameplay is challenging in a satisfying way
- Though short, the narrative arc is satisfying and intriguing.
- Language options are excellent, especially considering this being a student project.
- Controls are easy to use
- The decision to use a very minimal UI adds to the immersion and flow of the game
- When the player is skill enough to not be tripped up by the combat, the game does a great job of inducing flow. Only being disrupted by the sadly short playtime.

A few bugs and possible areas for improvement:
Bugs:
- Consistent issues with checkpoints (these appear to keep changing, I think due to patches?)
- The current issue appears to be that regardless of progress past the start of level two, if the player attempts to continue their game from the main menu, they are taken to the start of level two.
- The checkpoint on level three next to the waterfall does not display it's animation of being lit (the sound cue does play)
- The Vsync option in the settings does not appear to have any effect. There is also no visual indicator to say if Vsync is on or off
- The heavy enemy with the large katana can be parried if timed correctly.
- On the second level once the log bridge has collapsed if the player steps off the edge into the river they fall off screen but do not die. They will remain there until they walk to the right and finally hit the kill box
- On the third level, when the rope bridge has collapsed, if the player walks slowly into the waterfall they will fall off the edge, enter the falling animation but get stuck mid air
- It is possible to enter the boss arena, cause the boss to spawn and then walk back out of the arena. This appears to be due to the spawn trigger for the boss occurring before the player is locked in the arena. If the player and boss leave the arena in the combat stance, the camera will incorrectly display below the level.
- Giving players the ability to alter the control scheme would resolve any possible usability issues

Overall this is a very enjoyable game, and very impressive from a group of students.
Posted 8 December, 2022.
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No one has rated this review as helpful yet
1,448.5 hrs on record (494.2 hrs at review time)
It's like crack, tasty tasty crack.

11/10 would addiction again.
Posted 22 November, 2018.
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3.2 hrs on record
Mini Metro is an absolute design gem. It is both super calming and wonderfully stressful all wrapped up in an excellent aesthetic.
Posted 16 February, 2017.
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Showing 1-3 of 3 entries