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Recent reviews by ᛜ 𝔊 𝔘 ℑ 𝔑 ᛜ

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Showing 1-10 of 13 entries
2 people found this review helpful
1.5 hrs on record
Your heart will melt for a very small price and I got it on sale. The visual style is a little bit like the Might & Delight games but a little less busy, the music is bubbly, the characters are all cute, and there's a surprising amount of learning involved in the game as there is an ingame journal with all kinds of mushrooms.

Play Smushi Come Home.
Posted 18 August, 2025.
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1 person found this review helpful
5.9 hrs on record
Beep.
Posted 7 August, 2025.
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1 person found this review helpful
52.4 hrs on record (51.4 hrs at review time)
FINAL FANTASY is my favourite series and I would leave a positive review for all of them but I feel like the first one is good enough. It might not have so many features and tropes that fans of the series know like chocobos, moogles, cactuars, dragoons, etc but it's the first game in the series and that makes if possibly the best place to start for anyone who is new to it.

The game is relatively short, the game mechanics are simple, and there aren't too many named characters that players need to keep track of. The jobs and the job system in the game are not as complex as they become later on (especially in III and V) but they offer enough variation to feel unique.

My recommendation is that if you ever want to get into the series just get the Pixelated Remasters bundle and play them in chronological order. The more games you play the more you will discover when reoccurring characters, places, or monsters show up later on.
Posted 7 August, 2025.
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1 person found this review helpful
13.7 hrs on record (13.4 hrs at review time)
a game for the girlies who love building fairy tale castles and topping men ♡
Posted 2 August, 2025. Last edited 2 August, 2025.
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117 people found this review helpful
29 people found this review funny
2
2
2
12
7.4 hrs on record (5.6 hrs at review time)
Free game, good game, play it with a friend, winner tops and loser bottoms, play again.
Posted 7 July, 2025.
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12 people found this review helpful
18.3 hrs on record
Positives:
  • The style is unique and pleasant, the colours are vibrant, the sprites are neat, and the environment design is great.

  • The core gameplay is fun and comfortable, the weapons handle well and feel great, especially the Boltgun.

  • The sound design feels appropriate, every weapon sounds the way it should and overall it enhances the experience.

  • There’s definitely enough content, the missions feel long enough and there’s enough of them not to feel like an overpriced product.

Negatives:
  • The level design is far too small in scale for the type of game it’s trying to be. Most of the game takes place in narrow corridors and arenas that have far too much cover and obstacles to properly move through while fighting. There are way too many chasms and corridors where the fast movement inherent to a boomer shooter just isn’t even possible, sometimes even the worst enemy types for the situation are spawned in these locations.

  • The enemy unit ecosystem doesn’t work well, neither within itself nor including the narrow map design, which makes it even worse. Most attacks can’t be dodged, any melee enemy immediately becomes a heart attack because there is no room to kite them and I always end up stuck against a wall while being cut down, a lot of AOE attacks will hit either way because you may dodge but the space is too confined to make the most of your speed. In many games, enemies are introduced in ways where they work well together, like a ranged enemy whose attacks can be dodged by strafing attacking the player at the same time as an enemy whose attacks can only be dodged by running backwards as fast as possible, forcing the player to dodge and weave, this is not the case in Boltgun.

  • Too many enemies chase the player off the arenas and into the corridors. Most parts of the missions that have more space are hard to reach when every mob advances on the player, too often I found myself always running backwards while kiting mobs only to find empty arenas full of loot that I no longer need.
Posted 7 July, 2025. Last edited 7 July, 2025.
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11 people found this review helpful
55.9 hrs on record (54.1 hrs at review time)
Positives:
  • Extremely charming style in every sense, the music is great, the menu/UI is great, the unit models are great, the level design (in the aesthetic sense) is great, the sounds are great, the animations are great. There is not much I could say negatively about the style and general aesthetics other than that it is a C&C-inspired game, which it takes pride in.

  • The unit ecosystem works perfectly as players tech up gradually, every unit has a role, a strength, and a counter, every unit has a reason to be used and (so far) feel balanced.

  • The campaign was really fun to me, the mixture of cardboard acting, the cutscenes, the variety of missions like survival or stealth, the story itself was pleasantly cheesy (just the way I like them) and my only complaint is that I really would have loved IRL actors in cheap costumes.

  • The map design (on a practical level) works perfectly fine with the main gameplay loop and maps even feel unique enough from one-another, not making them repetitive or reskins.

  • Aside from just how well designed the unit models are visually, they are well designed practically. Units are very easily recognisable thanks to the way they look, I don’t need to zoom in near to find the ones I want and can easily find them thanks to identifiers in their animations and appearance.

  • Both factions have unique playstyles, I prefer the Tempest Dynasty. o7

Negatives:
  • I would have loved the addition of something like an index of all the buildings, units, and tech in the menu so that I can plan my build orders instead of starting a match against AI and realise that the building that I built does not, in fact, produce the unit I was looking for, nor does it enable me to build the specific building I wanted to next, and now I have to redo.

  • I know the devs said that the AI is varied and reacts to the player but I feel like the first problem is that even the hard AI does not scout fast enough, making his reactions very slow, but anyways I am already so far along my build order that at that point scouting doesn’t even matter. I would appreciate having the choice to pick what behaviour I want the AI to have so that I can practice build orders according to the playstyle of my opponent. If I want to practice against fast and aggressive players, turtlers, etc.

  • I don’t want to put this into the negatives section because the game was made to be played with 4 players max (and it does feel that way when playing, even 4 players feels large) but I really would have loved larger teams like 4v4. If I wanted to play with more than one friend with me on the same team it is just impossible.

  • Although the voice acting is great, I would rather the individual units announce themselves when completed rather than the faction announcer, making it easier to follow instead of hearing the same “unit complete” for all types and it also feels like the announcer talks too often, always going “construction com-research com-unit com-BASE UNDER ATT-construc-” etc.

  • The playerbase is small.
Posted 7 July, 2025. Last edited 7 July, 2025.
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11 people found this review helpful
1 person found this review funny
138.2 hrs on record
Positives:
  • The cartoonish style is refreshing and nice, I know a lot of CoH players dislike it but I think it fits very well with the way the game plays and feels.

  • The sound design and voice acting especially are very good.

  • The map design is good and the match progression feels natural, especially on 1v1-3v3 but 4v4 feels a little bit too large. The maps have proper lanes, good resource distribution, and thought put into placement.

  • The four factions feel unique and play well and that’s before mentioning the battlegroups which only add to the ways the game can be played.

  • The units and the environment feel very well designed and modelled on a practical level, the units are easily recognisable, their weapon kits/upgrades are displayed in the UI, maps are very readable, the trees and foliage specifically look nice to me.

  • I don’t think that I have any complaints about the UI, everything is communicated to the player as it should be and it looks great.

  • I haven’t played all of the campaign or single missions but they feel perfectly fine so far, the Italy campaign was especially neat for a CoH game.

  • It feels like even when on the backfoot and with no fuel/ammo the match can very easily be brought back, I had multiple comebacks with nothing more than with cheap units. This eliminates the concept of snowballing (in my experience).

  • Extremely expensive/powerful units have a limit, there will never be too many on the field at once.

Negatives:
  • For some reason, if you play 4v4 they decided that the yellow player belongs on the cool-coloured team while the purple player belongs on the warm-coloured team??? Very confusing during matches.

  • Sometimes it feels like the pathfinding is buggy.

  • I’m really not a fan of the skins and packs, I know it’s a choice to purchase them and that micro transactions don’t change gameplay but their mere addition rubs me the wrong way.

  • I would personally appreciate a unit/building index in the menu, games like Age of Empires IV do this very well, for example.

  • The air units that can be called in have the weirdest physics, it just feels really weird.
Posted 7 July, 2025. Last edited 7 July, 2025.
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2 people found this review helpful
1
62.4 hrs on record (58.1 hrs at review time)
Positives:
  • There are many units that players have access to and the most appear to really have a place in the game, picking one or the other isn’t just picking units with a small difference and instead feels like a deliberate choice.

  • The decks have more than enough choices to pick from, two decks can be made up of the same specializations only to look completely different. There are many combinations, only downside to this is that it can take very long to make decks and I will often scuttle older ones if I feel like the newer one is better.

  • The game makes use of the Unity Engine and has a charming style to it, mixing realistic grim colour palettes with slightly cartoonish unit models.

  • The logistics system is very unique, units can be bunched into vehicles along with supplies and other vehicles, large helicopters or planes can drop entire companies, the supplies can be dropped and picked up, and all units can be sold if they are no longer needed.

  • The game makes use of an extremely unique lazing system, I don't know if I've ever used this in any other RTS. This gives the extremely few infantry you will ever use a purpose over just getting killed.

  • The playstyle between the two main factions (not including specializations) is noticeable, picking one or the other feels like it is rewarding if your playstyle matches with the faction’s, the specializations further change the playstyle, varying from heavy tank divisions to lightly mobile special forces. Mixing the specializations feels enjoyable.

  • The armoury is very practical and great for comparing units or just looking over the stats.

Negatives:
  • The game makes use of computer generated imagery, I highly appreciate artistic value and Broken Arrow doesn’t have any. Every other RTS in the world has better unit cards and they all use pictures made by people.

  • The UI is horrible during a match but works just fine in the menu. Unit icons become entirely hidden by others if they are too close, pathways are not shown, the vision key does not work and lacks many features available elsewhere, unit cards during matches become grey and small, making them incredibly hard to identify, unit icons show the way the unit looks and not a symbol for them, making it hard to identify one or the other if two units make use of the same chassis but have entirely different roles.

  • The spawning menu is not good, the infantry tab should not exist and instead players should pick which vehicle (or on foot) they want to spawn and then a drop down opens just like it does in the vehicle menu. The spawn menu should instead simply have ground, heli, and air, and nothing else, no support tab, no infantry tab.

  • The maps do not function perfectly with the units the way that most RTS games do, they are illegible and rely more on the gimmick of mimicking real life locations rather than being playable maps like in most RTS games. Distances themselves even without the level design present are hard to judge, units fire extremely long distances when it feels like they shouldn’t.

  • It’s not as bad but the decks force players to invest in the tab, like air or support, instead of allowing players to choose, you’re stuck having to spend points in places that you might not want to.

  • The infantry are almost entirely useless other than acting as glorified perimeter alarms, they melt too quickly even when in cover and even lose battles against vehicles in situations that they absolutely should win. Way too many vehicles have access to gimmicks like APS that soak up ammunition while infantry just have to suffer, the game is primarily played with artillery, aircraft, cruise missiles, etc, it is not really a traditional RTS where frontline units make up the bulk of the army on the field.

  • The game is horribly designed in terms of VFX and graphics, it runs horribly even on potato mode while competitors run well on highest settings and look even better. The sound design is great but the visuals are extremely underwhelming.

  • The scoring system just doesn’t work, SB tried to do something different but it’s a horrible way to score points. There also isn’t a surrender button nor is there a way to end the match faster if one team is beating the other team horribly, sometimes players even begged me to capture their final point so that the countdown begins, sometimes teams will even play with their food for the whole 45 minutes, and sometimes the winning team will be even too incompetent to even take the last point.

  • At first I liked the fact that you can change the colour palette for the players and opponents in a match at first but the more I play the more I would prefer the colours to be fixed like in most RTS games. Quick recognition is key when in stressful situations with so much going on at once and, in most game, being able to say something along the lines of "Yellow player, watch your ___!" but, in Broken Arrow, my colour is not the same as someone else's and instead I have to hover my mouse over another unit and crane my head to the corner of the screen to identify to who it belongs.

  • Only 5v5 matches, no 1v1, 2v2, etc.

  • No replay or casting mode.

  • No skirmish mode with AI…in an RTS game…
Posted 7 July, 2025. Last edited 13 July, 2025.
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5 people found this review helpful
2
933.4 hrs on record (931.7 hrs at review time)
Positives:
  • The setting, lore, aesthetics, etc is fantastic. No other video game set in the cold war era even comes close to how well WARNO tells a story of its time, except maybe for the campaign of World in Conflict. The music is great, the unit models are great, the music is surprisingly good (and fits), the voice acting is pleasantly cheesy, the game as a whole comes as the result of devs watching a MAUZER video on YouTube and preceding to make a video game with exactly the same aesthetics and demeanour. Even just generally, very few video games set in history come close to the aesthetic creative direction as WARNO does.

  • The scenario battles that I played were very fun, I wish there were more thematic missions like those in the game.

  • The VFX in the game are probably the best I have seen, no person I have ever shown the game to has not been amazed by the look of the explosions and other effects.

  • There are many decks and they all play very uniquely, the deck building feels rewarding according to playstyle, the units all have their place in the ecosystem and are balanced.

  • The maps are the best that Eugen has ever done (SD2 fans begone), every forest, town, field placement feels deliberate, every unit has their preferred location on maps, the layout directs players or restricts them, forcing them to make choices where to invest, the distances work well with the units and their roles. Every map is unique and has its own quirk, every lane also feels like it has its own playstyle and preferred division.

  • The UI is very easily readable and practical, unit cards segregate or stack up so that they are all visible when needed, colours are vibrant (following the cold war style of red vs blue), unit cards are usually colour-coded and unit icons are simple. Every unit pathway is visible, the vision key is the best it has ever been with tools to show how far the selected unit’s optics see, the distance their individual weapons can engage at, etc.

  • The armoury is very practical and great for comparing units or just looking over the stats.

Negatives:
  • I just don’t like army general, I would have preferred a narrative campaign like World in Conflict, something with missions and cutscenes. The lore of WARNO is one of the best for the setting and it really is a shame that so many events aren’t depicted like a story. They should have made Plateau d’Albion a mission, most nemesis packs could have been a great way to explore rivalries, and even just in general including named characters with impactful events would have been much better than a series of skirmishes across a large map with thousands of brigades. The divisions in the game already feel unique and it would have been great to incorporate them into a greater story, making it feel more personal to play any deck whose story you enjoyed in the campaign.

  • The AI feels really dumb and harder difficulties only make it spam more instead of making better decisions, the SD2 AI was much, much better.

  • The playerbase is small.
Posted 7 July, 2025. Last edited 7 July, 2025.
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Showing 1-10 of 13 entries