26
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97
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Recent reviews by Solawk

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Showing 1-10 of 26 entries
No one has rated this review as helpful yet
22.0 hrs on record (14.6 hrs at review time)
Modulus is a very relaxing, atmospheric and comfortable factory builder game to the point it feels very unusual. You are never in a rush, which is not usually the norm. The robust control scheme makes building and reinnovating easy and fun instead of exhilirating like in many other games of the genre.
Various activities are a-plenty, so you never get bored. The module building tickles the brain just right, since the high granularity of the shapes calls for interesting ratio management and production line synergies.
It never makes you anxious about inefficient resource usage by low-level tech that you are desperate to rush through, like it happens Factorio or Dyson Sphere Program. But at the same time, Modulus is about efficiency in a finite world, like in Satisfactory, where you invent your own distribution plan for the existing resource nodes.
The existence of a certain limit allows to grasp and enjoy it to the fullest, unlike the infinite Shapez worlds, where the further you progress the less important each new factory becomes.
In my opinion, Modulus is brilliantly balanced to be engaging both for the newcomers and the veterans of the genre. Surely, it will not produce several-hundred-hours factory cities like in Factorio or several-thousand-hours astonishing megabases like in Satisfactory, but it makes its relatively shorter storyline just right.
Posted 12 May. Last edited 12 May.
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0.9 hrs on record
Playtest review on 28.04.2026
I can recommend the game to the fans of mech games in terms of "it won't hurt to try", but it requires a lot of work to be competitive.
The movement is either slow or very clunky when attempting to go fast. Most of the time you will be just flying up and down with your enemies around you. I'd recommend the devs to look at Mecha Break for good flight movement. And I'd highly recommend polishing flight over ground-level movement, so you don't directly rival Armored Core.
The enemies are boring, look at Armored Core 6 for interesting designs, which are viable even against agile players. The same goes for objectives, look up how Ace Combat 0 or 7 almost always provides an interesting incentive to engage the next set of enemies.
The shield mechanic is weird, I think it should be more like a short-timed parry instead of an extra regenerating health pool. Or non-existent completely, in exchange for higher AP pools.
Currently the game has the innate "Unreal Engine" look: motion blur, fonts, flat UI elements, vast but empty terrain, lighting. It is possible to create a distinct look even within this engine, like Ace Combat 7 does.
The story is relatively simplistic, though it attempts to match Armored Core 6 with specific elements and overall grandeur.
The mech designs, visual customizations are nice, the music is cool. It's almost as if the game should always be played in overdrive mode to feel truly fun, a power fantasy.
Overall, there is a lot to be done before Omega Phenex can become a full-on game and not an Armored Core 6 clone. The story can be simplified at this point, it won't be the strong feat of the game anyway. I would advise focusing on polishing the airborne gameplay, since this is at least something unique compared to AC, but the movement should be made more streamlined.
I believe the game already has a decent foundation and hope the playtest is, or will be made, just a beginning, not something close to release.
Posted 28 April.
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No one has rated this review as helpful yet
9.4 hrs on record (3.7 hrs at review time)
Kaizen feels like a breath of fresh air after Opus Magnum to me. The gameplay mechanics might be not as difficult or as deep, but the game certainly feels more down to Earth: instead of made up, sophisticated alchemy the concepts of welding, cutting and moving are much easier to grasp. I'd say Kaizen is a great entry point in the genre of Zachtronics-likes. Hardcore players, however, seem to fall outside its target audience, judging by their reaction.
The story and the atmosphere have its own charm. They are nothing special but are at least on par with what I've seen in Opus Magnum.
I would, although, expect the difficulty to be traded for quantity of the puzzles with this price tag, at least 3-4 more assemblies per chapter would probably make the game perfect in its niche, even if they were optional. Despite that, I can recommend Kaizen if you are into this genre or are willing to test its waters
Posted 24 July, 2025.
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1 person found this review helpful
1 person found this review funny
2.9 hrs on record
Putting the summary in the beginning: Ratatan already plays well, but there are tweaks and improvements crying to be made. I can surely recommend trying the demo, though the potential of the game to become a great successor to the classics, not just somewhat decent, is yet to be fulfilled.

So, Patapon goes roguelite mode. The tempo and the gameplay loop differ greatly from the original, since your subjects are now expendable and revive on their own. The hero also moves independently and can quickly relocate the army back and forth, but actually plays the role of its vital and weak flag bearer, like hatapon, instead of being the powerful main character, like the Patapon 3 uberhero. Hence, the gameplay consists of maintaining momentum together with your forces, but retreating and waiting for reinforcements when enough beating is taken. Not exactly worse than Patapon, but substantially different, and I find it important for those who've probably been waiting for a direct heir to the old series.

Therefore, you can certainly say that Ratatan is less skill-dependent than Patapon, since the cost of ignoring an alarm and taking major damage is, most of the time, just having to wait for your forces to respawn. Frankly, it is more difficult to avoid damage in this game, since many attacks are telegraphed really late.
In Patapon preparations for major attacks are properly visualized, allowing you to react without rush. This allowed learning the patterns and avoiding heavy damage entirely, if the rhythm is maintained. On the other hand, losing momentum caused a desynchronization between your commands and enemy movements, punishing the player greatly.
Ratatan, despite having a strictly timed rhythm (you can not shift commands a beat back or forth from the predetermined pattern), does not employ this properly. The game EXACTLY knows the timings of the player's beat and when the commands are put in, so the attacks, in theory, can be telegraphed a precise amount of time before the command the player should react with to it. But I see the exact opposite, it nearly doesn't give you any time to react. Where Patapon gives you seconds to react, Ratatan barely gives fractions.

The developers seem to also misunderstand the underlying structure of Patapon’s commands.
In Ratatan, all six commands are strictly divided into three categories: movement (fall in, jump), action (attack, defend) and strong attacks (hustle techs). This is conveyed through their starting drum. As soon as you start an action command, you cannot do movement, and vice versa. Simply speaking, you cannot dodge if you miss the incoming attack’s sign.
In Patapon, both the charge and attack commands started with “Pon”. As did the retreat command, allowing to dodge. The onward command started with “Pata”. So did the party command, which at least forced the attacking patapons to retreat to the hatapon, allowing them to avoid strikes at the frontline.
It is even more important to mix the command structure in Ratatan, since the warnings are shown very late and the first note is often played by the time you notice and process them. At the very lazy least, you can just swap the jump and guard commands. This way, you can start a dodge jump after planning an attack, avoiding a strike but losing the next input.

But that doesn’t mean the game is bad. It still needs a lot of tweaks but is nevertheless very fun to play. Even after completing the demo’s content I still find myself replaying it, just for the sake of enjoying the exterior of the game. Unlike Patapon, you are not required to constantly score perfect beats, so it’s even kind of meditative. But the powerups and arsenal should definitely be improved. Customization was a great deal in Patapon: armor, weapons, evolutions, skills. So I expect a roguelite game like this to reach the same level, through both in-run upgrades and inventory items.
The game’s looks are great, enough said. It still reminds of its predecessor’s designs but embellishes them with a colorful and vibrant style.

It would be great to see modding in Ratatan, there’s a great potential for it in my opinion. Since ratatans don’t do much themselves on the battlefield, they don’t require many animations, hence drawing and adding even your own custom characters would be relatively simple.
Also plays awesome on Steam Deck, just like Patapon did back on PSP. Even the demo already has cloud saves. As a roguelite, it has a lot of potential to be a good time killer for those who have portable devices.
Posted 8 June, 2025.
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1 person found this review helpful
10.7 hrs on record (10.5 hrs at review time)
It's back, it's as good, it delivers as much as you would expect after such a long waiting and gets much deeper than before. A good example of how a properly action-packed and polished game takes long to make, compared to big budget blockbuster annual conveyors, and why they are much more touching, tapping into the soul, yearning for new adventures and characters, never getting old. Giving birth to new experiences, art and memes. If you feel open to embracing this universe, Deltarune will not disappoint
Posted 7 June, 2025.
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26 people found this review helpful
1 person found this review funny
1
8.6 hrs on record
Early Access Review
Honestly, it would be better off as a Minecraft mod.

Despite providing the player with a full-on third dimension of factory building, Foundry does little to back it up. Building in this game feels very awkward and uncomfortable. There are many cases, small and big, that contribute to me saying that it is by far one of the worst implementations I've experienced. Even on PC, with a keyboard and a mouse I get frustrated whenever I need to set up a new production line. And on Steam Deck building takes on average three times longer. This is how I progressed to a point when I realised the game is not fun so slowly I've lost my refund privilege.

Compared to the other factory builders, I just don't feel any flow in Foundry. For example, in the 2D representatives of the genre the conveyor handling feels like a fun minigame, since the layout is right before the player's eyes, easy to modify and traverse. In Foundry, however, it feels like I'm battling not my conveyor spaghetti, but rather the voxel grid itself.

Immersiveness of Satisfactory, coming at a cost of time-consuming building, has the potential to reward the player with beautiful results, if enough effort is put. Not everyone can immediately merge large factories into the game's beautiful scenery, but everyone is given the opportunity. Foundry is obviously lacking in terms of immersion and realism, trading it for a voxel world that it doesn't properly utilize.

Speaking of voxel worlds, Minecraft industrial mods provide a much more fun experience. Whether it's progressive IC2, pushing you towards new milestones without forcing you to set up another production line, which all look the same in the end, as in, frankly, many factory builders. Whether it's sophisticated Create, where every production line feels natural and unique due to a variety of crafting recipes, utilizing fans, presses, drills, combined into proper sequences and not just “input conveyor-input device-building-output device-output conveyor” for every item.

Utilizing the third dimension in Foundry feels like quite a challenge as well. Not only the size of conveyor slopes makes changing depth annoying, but also the added difficulty of traversing the factory with multiple layers, including the loss of transparency for lower levels.

But you can just rebuild anything you are not comfortable with in your factory? I'm not comfortable with building itself there. I'm not even talking about how cheap forcing the player to build foundations everywhere is. You are put into a vast living world and your objective is to properly cover it all in foundations so you can build somewhere. I'd rather play the electric poles minigame, even early on.

In terms of other content, the player is greeted with a large research tree, feeling more like a burden to unlock rather than a mountain to climb, considering the weird first building experience. The station management mechanics and commerce not only feel unfitting so early into the game, but also look detached from what the player does most of their time – it's like if you put stock trading into Terraria, just so it exists for some reason. I'm not forcing myself to progress further, where supposed fun stuff might be, if I can't have fun in the first two hours.

After a year in development the robotic companion of questionable usefulness still only has one voiceline, while the talking AI still feels annoying, as if I'm watching a kids cartoon. Factory builders are not supposed to be friendly and soothing, it’s about players making work fun. ADA in Satisfactory handles it well, while the narrator in Dyson Sphere Program at least keeps the explanations strict. When interacting with creatures, your only feedback for the “Pet” action is… I don't know, a sound? The world doesn’t seem lively despite the wrapping.

To summarize, I've purchased Factorio, Satisfactory and Dyson Sphere Program for prices twice as low as Foundry and had much more fun there. If you are into putting blocks onto a voxel grid, try Minecraft mods, such as Create, IndustrialCraft 2, Modern Industrialization etc. If you want to express your 3D-building skills in a more live world, try Satisfactory. If you are into mechs, planets and long-range logistics, try Dyson Sphere Program. And if you just want to have a guaranteed good experience with factory builders, try Factorio.

There are just so many games that do almost anything Foundry does better, and whatever content the competitors don't cover (like commerce) doesn't seem to be worth it at the moment.
Posted 10 May, 2025. Last edited 11 May, 2025.
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No one has rated this review as helpful yet
383.1 hrs on record (134.3 hrs at review time)
I’ve traversed the forest, fished some junk, roasted a bunch of critters, felt an evil presence watching me, bought a knife off an old merchant, forced a guy into living in an isolated room, planted deadly traps at my friends’ places, drank questionable fluids and ate a bunch of spaghetti found by a corpse, killed god with a yo-yo, twice, then hopped onto Terraria and it was just like real life! So cool!
Posted 22 April, 2025.
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No one has rated this review as helpful yet
16.9 hrs on record (14.2 hrs at review time)
Laika: Aged Through Blood is certainly one of the games I’ve ever played.

It was a breath of fresh air after playing a lot of factory builders that feel like work more than entertainment after a while. Its captivating gameplay loop, becoming progressively more interesting to master as you upgrade your gear, might remind you of how in the Devil May Cry series the combat is more about style than result, even when initially you feel like you are fighting the controls more than the enemies. Challenging and tricky at first, it requires the player to learn multitasking very early into the game, frightening newcomers with so many enemies, so little ammo and so unique gimmicks to keep in mind. However, despite some players claiming the controls to be difficult and unresponsive, you familiarize with them several hours into the game and realize they are quite good for this energetic combination of precision shooting and motocross.

Speaking of difficulty, I allowed the internet to explain to me how hard and demanding Laika is, watched the walkthrough and deeply regretted it. DO NOT drop this game if you felt the demo was challenging for you. Trust me, it really does get better. Not only is there a lot of gear to upgrade and employ, the tricks you learn to pull off over the course of several hours will really humble you in the end. After taking on the bosses of the game, I realized how large is the gap between me and Reddit users saying the boss battles are unforgiving and require replaying multiple phases after a single mistake. Skill issue, I suppose.

The problem with bosses is on the other side of the spectrum. I’d say, it is a single big weakness of this game – they don’t feel like bosses at all. Surely, some boss battles feel epic and immersive, but the movements and mechanics are largely separated from the rest of the game. Out of the roster, I can only name one boss I actually enjoyed fighting, since it maintained the game’s mood, provided just enough tension and fun mechanics and felt like a perfect culmination to exploring the location. So, yeah, after the epic bosses of Armored Core 6, Laika really felt devoid of good boss fights to me.

That said, at least it didn’t interrupt the storytelling, trapping you in difficult encounters. The story, maybe not a masterpiece, full of unexpected twists and brilliant characters, is greatly enhanced by the atmosphere, entangling you into believing this world – where people don’t live, but rather where they die. The neverending conflict you are the hero of, requiring you to dive into gunfights, one after another, knowing every fired bullet might be your demise, constantly fills you with desperation and the will to change everyone’s lives, somehow. To protect those around you while you can, even if it means killing so many for it it becomes a routine. At least Laika’s beautiful soundtrack will always keep you company. If, like me, you find its soothing and distracting nature fitting your job in the Wastelands, it will never bore you with repetitiveness, even outside the game.

So, Laika: Aged Through Blood is a great choice for anyone seeking unusual action experience mixed with elaborate world building and a frankly well-written story. In a game where constant dying is literally a plot element, do not be overwhelmed with difficulty at first – it becomes second nature over time, if you give all those possible tricks and techs a shot. It is a full-fledged, fun game I’ve enjoyed fully exploring the possibilities of, as I’m sure you will too.
Posted 9 March, 2025. Last edited 9 March, 2025.
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1 person found this review helpful
2 people found this review funny
18.9 hrs on record (14.2 hrs at review time)
Early Access Review
Atlyss is my favourite game to reference realistic female body proportions from
Posted 1 January, 2025.
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No one has rated this review as helpful yet
4.1 hrs on record (3.6 hrs at review time)
That dealer didn't lie, those beers, cigarettes and expired medicines can save your life.
Posted 7 April, 2024.
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Showing 1-10 of 26 entries