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Recent reviews by Shaaria

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No one has rated this review as helpful yet
75.7 hrs on record (26.8 hrs at review time)
If you filed the serial numbers off of both FTL and Warhammer 40k and put them in a blender together, you would get Void War. This isn't a complaint, because the resulting product is amazing.

A lot of FTL-likes lose the plot because they decide to distinguish themselves by making things way too complicated. They have fractional numerical damage, or a free-roam galaxy, or they go 3D, or something. Void War knows that you don't need to completely change what works, just improve on it. The changes that it makes to the base formula are mainly things like balance changes, QoL improvements, or just plain 'nice to have's. Its big changes are overhauls to the really simple systems, but they still remain easily understandable because the underlying formula remains the same.

For instance, crew. There's no maximum crew limit. You have a 'commander' character, but they otherwise function like normal crew, just with some unique ability. Crew HP is typically much lower than in FTL, as low as 10-15, capping out around 140 for the really tanky "dude in full power armor" crew members, and averaging 50-60. To balance this, ship weapons usually only do chip damage to crew members unless it's a weapon specifically for injuring crew. This means not every character is good in hand-to-hand combat and some are exceptionally squishy and must be guarded in case of boarders. Crew can also equip items that can change how much damage they do or give them special abilities, but these are all very straightforward and immediately understandable. Crew don't have FTL's skill XP so losing a crew member is less devastating and you can arrange crew more flexibly.

Healing is extremely limited. There is no infinite healing source; it's always a limited number per jumps, or the one item that lets you heal per melee kill. This is an anti-stalling mechanic to prevent a fight from going on forever. You are encouraged to win quickly and decisively, not by attrition.

Some crew can use psionic powers. These are inevitably the squishiest crew members and they can be interrupted while casting. These powers never miss, giving another potential way to avoid a fight stalling forever against an evasive foe.

There are multiple possible final bosses, and you won't know which one it is until you get to the final sector, so you have to have a more general build going than just "here's what I need for the flagship". These are 1 big fight instead of 3 separate ones and they pose a huge challenge.

When you install a system you can pick which room it goes into! I wish FTL let you do this.

It also has better difficulty adjustment than FTL. Instead of just "more scrap" or "less scrap" it has a whole series of gradual increments (think Peglin's crucible levels) to gradually up the challenge in more interesting ways.

Solid recommend for any FTL enjoyers. It's got a demo too if you're undecided!
Posted 27 February.
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2 people found this review helpful
11.1 hrs on record (4.9 hrs at review time)
It's an RPG Maker game machine translated from Japanese, so adjust your expectations accordingly. If you're OK with the presentation, this is a clever little puzzle game with a good difficulty curve, gradually adding new mechanics and explaining them well. Even with the somewhat awkward translation, the puzzles themselves do a good job of teaching you how each element works. The puzzles aren't overly long either, so there are a lot of them (300 in this version of the game), which is good for variety and also keeps them from being painful if you have to restart one. $5 is an excellent price for that much content.
Posted 20 February.
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No one has rated this review as helpful yet
25.1 hrs on record
The Tenth Line is a cross between a platformer and an RPG, more heavily weighted towards the latter, and with a lot of new ideas to bring to the genre. You gain items all over the place but they're not consumables or even equipment, and instead are used in the game's various mechanics:
- You don't gain stats from levelling directly. Instead you place items on a grid, where the type and tier of item dictates the bonus you get. This grid also unlocks new moves in-combat.
- You also don't gain power from weapon upgrades, instead you merely gain POTENTIAL power, and you consume items to improve your actual power up to the new limit.
- Items also get used for short-term bonuses to improve a character's unique abilities.
- Touching an enemy on the overworld always results in you getting ambushed. If you attack an enemy from the front it's a normal encounter. If you attack them from behind, you ambush them.
- You control three characters and move them independently, and they each have different speeds, jump heights, and special abilities. It's kind of like The Lost Vikings.
- In combat, your only way to heal is to take the 'Rest' action (which also gives you the MP equivalent so you can bust out stronger skills) or with very specific abilities. Items aren't used for this.

There's a little bit of Menu Hell to this game as it expects you to pop open the Training menu after every fight or two and spend your items, but it's not that bad. I enjoyed the story and particularly the prevalence of non-human characters and protagonists in an RPG who aren't just mascot or comic relief characters but instead have real growth and narrative conflicts. There's also a postgame which is a -little- excessive in its difficulty but I was still able to complete it with a few do-overs. Definitely a fun little adventure.
Posted 19 January.
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No one has rated this review as helpful yet
54.5 hrs on record (32.2 hrs at review time)
Clearly inspired by Fire Emblem, yet with a heavy departure from it, Dark Deity stands out on its own among tactical RPGs. Some notable mechanical changes (relative to Fire Emblem):
- No permadeath, but units permanently lose 10% of one of their stats if KO'd. (Depends on the damage type that took them out)
- Criticals are way more common than in FE but only deal x2 rather than x3 damage. Still, if you clench at the sight of a nonzero enemy crit chance in FE, expect anxiety spikes playing Dark Deity.
- All units are guaranteed to get +1 HP every level with a chance at +2, making them less squishy, to alleviate how common crits are.
- No weapon triangle; instead there's a big table of 9 damage types vs. 4 armor types.
- Unit growth rates are shown to you directly so you don't need to wiki dive. All units are usable, there are no crutch characters or Jagen archetypes here.
- Although Irving is technically the main character, nothing actually requires you to field him to combat. You can pick whichever units you like.
- When you recruit a unit who would normally be promoted, you get to pick exactly what class they are from the options their base class gives, as though you were promoting them yourself then and there.
- Units carry 4 infinite-use weapons with different spreads of stats (power, crit, accuracy, balance) that you can upgrade between maps.
- Inventory is, therefore, only used for healing consumables, stat-up items, and "Eternal Aspects" which are basically passives you can equip 1 of to each character.
- Any unit can trade with any other unit who hasn't moved this turn, regardless of distance between them.

The end result is a very unique entry into the TRPG genre. It has a fair few minor bugs (rarely, a wrong portrait or character voice in support conversations; Irving having the wrong portrait after a story event in the midgame for a while; enemy names showing up as "Delian" and then suddenly changing mid-combat for a good chunk of the midgame; some late-game units inexplicably countering 3-tile ranged attacks when they shouldn't be able to; units' visual locations on the map desyncing from their actual locations...) but there was nothing game-breaking in my playthrough. The writing is... sufficient, not bad, but a little lacking in the main story at times.

It also comes with its own randomizer, and three difficulty levels plus customization options, so there's lots of replay value. Definitely worth checking out if you like the genre, and forgiving enough on lower difficulties to be a first game if you're new to tactical RPGs.
Posted 12 September, 2025.
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No one has rated this review as helpful yet
54.4 hrs on record
It's not as good as the first game but it's still worth playing.

PW2 is to Quake what PW1 is to Doom. You can jump! Enemies are 3D models instead of sprites! Secrets are more about finding buttons and breakable walls than sliding your face along every surface mashing the interact key!

The biggest difference is that each of the 3 episodes has a different protagonist, who plays in a different way. Palmer is the most normal and straightforward. Urd is a glass cannon. Kirsten is tanky but has the most trouble with crowds. Each of these characters has their own set of weapons, with their own upgrade paths, as well as their own unique abilities and damage types. These range from game-breaking in the good way (Palmer's ice powers are ridiculously overpowered if you invest enough into it) to game-breaking in the bad way (Kirsten's void powers are actively detrimental to you and have a memory leak that can bring the game into 'seconds per frame' levels of crawl after just a few levels - don't use them).

And there are other bugs too that are bringing it down. Some are minor, like visual glitches, being able to load 1 extra shell into most shotguns, or the plethora of typos in the text and especially the loading screen tips. Some are nastier, like the aforementioned memory leak, or Urd's multishot crossbow upgrade not working, or scoped weapons having trouble snap-firing for some reason. The game only recently came out of Early Access, so hopefully these will be fixed.

Although there are only 3 episodes, the levels are generally much bigger and sprawling than in the first game, so it balances out in terms of content. The ending is unsatisfying plot-wise, but you don't really play a boomer shooter for the story. The gameplay is the main draw and, when it works, is fun. Like the first game there's tons of ways you can build a character - though not quite as many, since your progression only lasts one episode instead of the entire game, and you have fewer spells and weapons to choose from per-character. Mana isn't gone, per se, but it's just an ammo type now that requires a different stat than Capacity to increase. This is disappointing as having a separate mana pool for your spells made the first game stand out; now, all your spells just use cooldowns instead.

Still, it's not bad, and has plenty of replayability. There's not only multiple difficulties and possible builds, but Realmshift mode lets you play any character in any episode. To accommodate this it turns every ammo drop into "universal ammo" that partly fills up all your guns - it's very hard to run out of ammo in the base game already, so in Realmshift it's basically impossible.

Ultimately, it could do with a bit more polish, but the core is solid.
Posted 15 August, 2025. Last edited 15 August, 2025.
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4 people found this review helpful
27.7 hrs on record (27.4 hrs at review time)
This is an incredibly charming and well-made puzzle game. It's got a wry sense of humor and good QoL, but the puzzles are the main draw (as you'd expect), and the vast majority of them are very well-made and executed and come in a wide variety. Some of them are staring at the screen until you figure it out, but others involve checking clues like scraps of paper, drawing on maps and taking measurements with a ruler, measuring distances with paces, tangram puzzles for lockpicks, and more. Even the fishing mini-game is actually a puzzle!

There's a couple of optional puzzles that are a little off where it can be hard to figure out the starting position you're supposed to measure from, but by far and away the puzzle design is superb.

Also, not only can you pet the dog, it's a central mechanic of the game.

10/10, highly recommended for puzzle game enjoyers.
Posted 26 July, 2025. Last edited 26 July, 2025.
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1 person found this review helpful
0.0 hrs on record
If you played Factorio, and liked it, but thought "Man, I wish this was even bigger, and harder, and about ten times more complicated"...

...then Factorio: Space Age is for you.

Manage interplanetary logistics! Figure out how to build and place many, many rocket silos, keeping them all supplied with parts and cargo! Build multiple spaceships that get progressively more complicated to lay out during the game! For practice, try doing the logistic challenge puzzles, since you'll want to minimize space usage.

Visit scenic Fulgora, where you craft your way DOWN the tech tree through recycling, and you always end up with way too much of something, even if that 'something' keeps changing.

Or swampy Gleba, where most of the products you deal with will spoil over time and you can't just leave them sitting on belts like you would on Nauvis. Hope you're good at balancing ratios!

There's also Vulcanus, and I sure hope you like interlacing pipes and properly setting up high-throughput belt layouts.

Finally you get to go to Aquilo where almost every building needs to be adjacent to a heat pipe or it'll freeze and stop operating. It's like having an additional type of pipe you have to lay out between everything, everywhere!

And you can make it even MORE complicated if you start to dip into the new Quality mechanic at any point. It's an additional layer of complexity on top of an already very complicated game and even more complex expansion, but the reward is straight-upgrade versions of any building or entity you want.

Unquestionably worth the $35 asking price, because you'll probably spend at least 35 hours just sitting and starting at the screen figuring out how the heck you're going to do what the game expects you to do THIS time.
Posted 16 March, 2025.
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5 people found this review helpful
1.3 hrs on record
I normally like retro shooters, but this one should have stayed in the 90's. Featuring such questionable design decisions as:
- Tank controls in a first-person shooter. You control like a brick.
- Even more cumbersome version of the Hexen style inventory for health/armor restoration (since it was made by the same devs).
- Your weapons have a limited effective range but your only indication of what it is is whether or not things flinch when shot at (and sometimes robotic enemies take damage but don't flinch).
- No visual indicator of when you are taking damage until your health is already critical. No audio indicator of taking damage at all.
- LOTS of completely unmarked hidden walls that you have to find by sweeping your mouse over and seeing if your cursor changes color. And these aren't for secrets - they're required for progress. Ditto for the 'holo walls' that look exactly like normal walls but you can walk straight through them.
- Enemies can drop items that spawn visually under their own corpses. (This would be fine, except for the following:)
- No automatic picking up of items when you get close enough (like in every other game in the genre), you have to put your cursor exactly over their sprite and right-click.
- Items lack any sort of animation or glow (like the ones Doom has) to make them stand out visually and tell you "Hey, this is an item you can pick up". Keycards are literally 3 pixels tall, making them super easy to miss. This also means more pixel-hunting to see if your cursor turns green.
- ...made worse by the Doom-style locked camera so you literally cannot pick up items at your feet.

Leave this one in the past.
Posted 6 January, 2025.
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8 people found this review helpful
1
29.0 hrs on record
11/10. If you like Phoenix Wright games, buy this one. Don't even wait for a sale.

Tyrion Cuthbert: Attorney of the Arcane is basically if you put PW in a blender with D&D, and it works -very- well. Prepare to argue about the finer details of how spells are worded, bearing in mind which spells belong to which schools and thus leave which traces. Figure out the importance of certain verbal or somatic components, and be sure to read the fine print on each spell. This is on top of all the usual Phoenix Wright elements of investigations and courtroom battles, with a very well-written over-arching story following the main characters and exploring their motivations and backstories. It's not a thin reskin; the game makes full use of the originality of its setting, bringing its own ideas to the table to set itself apart from the games that inspired it.

It also doesn't waste your time. There's no 'healthbar' in most courtoom sections, so you don't need to save-scum before every guess. It's more like the classic Phoenix Wright games in its style, where the animations are snappy and don't make you wait for the overly long animation you've already seen 30 times to play out like in the more recent PW games.

So, super strong recommendation, and I eagerly await a sequel because this developer clearly knows what they're doing.
Posted 2 November, 2024.
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11 people found this review helpful
2
54.6 hrs on record
Kubifactorium is a colony builder more than it is an automation game - it doesn't even introduce automation elements until a few missions in. It's very chill and low-complexity and is a game you can take at your own pace, making as much or as little spaghetti as you want.

The setup is a series of missions on different islands, with the meta-progression element that when you finish an island, every building on it gets automatically deconstructed and you get to bring all of the resources you collected with you (up to a certain amount per resource). This gives you a head-start on the next island as you can rebuild your higher tier houses or fancier machines and workshops immediately without having to crawl back up the entire tech tree again. So, even though you start over on each island with no buildings at all, you can skip chunks of the progression to get back to where you were before faster, and build/organize your structures better than last time.

Definitely a fun little game even if there's not much replay value, and a nice take on the genre and formula with its own ideas thrown in. Plus the gradual transition from manual to automated tasks helps really *feel* like proper progression as the more things you automate, the more colonists you have available to do other stuff instead.
Posted 20 October, 2024.
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Showing 1-10 of 171 entries