9
Products
reviewed
620
Products
in account

Recent reviews by Divinity

Showing 1-9 of 9 entries
3 people found this review helpful
18.6 hrs on record
It's like a casino hall full of different, interesting looking slot machines, except winning the jackpot doesn't actually give you a reward, it just gives you more information to potentially solve a puzzle somewhere else (which also doesn't give you a reward).

Sure, if you lose at the slot machine you just move onto the next one, but if you lose at all 5 or 6 machines you have available right now you just wasted like 20-30 minutes of your real life you'll never get back.

A couple times the (progression mandatory) slot machine is literally just waiting 20 minutes to get the jackpot automatically. Yippie.

I feel like 80% of my problems with the game would be solved if I could gain actual control over the house in some way, like a metaprogression reward in Room 46 could have been a few guaranteed rooms you choose at the beginning of the day, or something like that.

Also, I have a softlock condition (actual gamebreaking bug) in my pump room (which is persistent between days of course) that prevents me from actually accessing some important locations.

** EDIT: I contacted the developers about the bug and they said they were aware of the issue but that there is no timeline for a fix, so my save is bricked. EPIC.
Posted 10 October, 2025. Last edited 29 October, 2025.
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1 person found this review helpful
7.5 hrs on record
Early Access Review
Comfy
Posted 19 September, 2025.
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4 people found this review helpful
11.9 hrs on record
Difficulty that feels like it's designed to waste your time rather than challenge you.
Posted 15 September, 2025.
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13 people found this review helpful
7 people found this review funny
1
14.9 hrs on record (14.7 hrs at review time)
Would pay $30 to cry into my expensive electronics again.
Posted 29 October, 2021.
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No one has rated this review as helpful yet
1,750.0 hrs on record (803.9 hrs at review time)
Very nice
Posted 22 October, 2021.
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2 people found this review helpful
20.3 hrs on record (7.2 hrs at review time)
Plain and simple:

This game is on par with Frictional's best work (whether you favor The Dark Descent or SOMA) and makes it clear that they have not lost their edge. I don't think it does anything that massively stands out from the other games, but it successfully incorporates the highlights of the previous games in a refined and satisfying way.
Posted 21 October, 2020. Last edited 5 November, 2022.
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No one has rated this review as helpful yet
21.2 hrs on record (21.1 hrs at review time)
In some sections the platforming is not very responsive, or the checkpoints oscillate rapidly between way too frequent and unnecessarily far apart. The combat is interesting, but in general is rarely challenging, especially regarding the bosses. The dialog can be weak or uninspired, particularly with certain characters.

But, despite its flaws, I couldn’t help but want to play more.

Much like Lab Zero’s previous game (Skullgirls) the background world of Indivisible is inspiringly creative, especially in what it shows and what it doesn’t. I couldn’t get enough of exploring the levels and talking with the NPCs (even if some of the backer dialog was pretty bad), and I always wanted to see where the individual stories of each zone were going.

Similarly, for every character added to the party I didn’t quite care for, there were two or three that I did like, either in the way that they played or in their character design. Speaking of the character design, Alex Ahad and the other designers certainly didn’t lose their edge coming from SG, because there are a number of characters with subtle design choices that are great (like Leilani or Nuna) and some not-so-subtle designs that are just as great (like Naga Rider or Garuda Cruel).

The game has about 20 hours of gameplay including side-quests and enough exploring to get enough collectables to fully upgrade Ajna. As of release week, the game has no NG+ and therefore not really any replay value, however there is going to be at least two more characters added post-release, not to mention the guest characters like Shantae, Shovel Knight, and Red, so that may add some additional gameplay/quests.
Posted 12 October, 2019. Last edited 26 November, 2019.
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No one has rated this review as helpful yet
0.6 hrs on record
I have a few dozen hours in the free-ware version of Yume Nikki from before it was on Steam.

The game is a great experience — and certainly one of my favorite games of all time — but not necessarily one that everyone will enjoy due to how generally different it is from conventional games, or even other popular RPGMaker games like Ib, Mad Father, Witch’s House, Off, etc.

However it is free, and less than 100MB, so just give it a try.

It’s my understanding that the Steam port introduces some random bugs, and the translation is slightly worse in some aspects, so I would recommend finding a download of v0.10 on the internet.
Posted 29 July, 2019. Last edited 5 November, 2022.
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2 people found this review helpful
6.0 hrs on record (4.6 hrs at review time)
This game is short and buggy. Normally, given that it is a VR title, I would give this a pass because it has a good sense of humor and some nice atmosphere/worldbuilding to go with it. However, in addtion to its sudden and unsatisfactory "to be continued" BS ending, it has what is perhaps the worst, most counter-intuative "final boss" encounter in any game I have ever played.

-*-*-Minor spoilers to follow.-*-*-

The entire game up to this "boss fight" is a stealth game that relies primarily on line-of-sight and partially upon the sound levels of the silent and loud teleport. So for this encounter there is a large complex area to move around in and a single robot to stealth around (they remove your ability to kill the robot, which is logical, its clearly supposed to be a horror-oriented section). However, being seen by the robot is 100% neccessary to reach your goal (if you enter the room he is in, even silently without triggering him beforehand, he instantly triggers the chase).

Once hes triggered, in this stealth game mind you, he will know exactly where you are at all times. Sound makes no difference, and he will path to the nearest exit to where you are at any given time. So in a game that relies on stealth, you have you face an opponent that can see through walls, knows where you are at all times, and in addition to being unkillable cannot be trapped in a room or otherwise disabled or slowed down. The only option is to force him to turn off the lights and just be fast.

Who thought this was a good idea?

Also, if you played the demo, the crossbow is no where in the game.
Posted 22 June, 2018.
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Showing 1-9 of 9 entries