12
Products
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1010
Products
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Recent reviews by Moof

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Showing 1-10 of 12 entries
7 people found this review helpful
19.4 hrs on record
This hit the spot for more Viscera Cleanup Detail-style gameplay. I do recommend it, but it's not perfect. It lacks the charm of Viscera and the pure dopamine DING hit of Powerwash Simulator, but it does have a lot of good qualities from both of those games.

The voice acting is terrible, on the edge of just bad but still a bit into the so-bad-it's-good range, and the game's in desperate need of a pass from a professional translator.

But again, overall? Solid.
Posted 1 September, 2024. Last edited 1 September, 2024.
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1 person found this review helpful
106.4 hrs on record (36.5 hrs at review time)
Early Access Review
🦀. 🦀 is good. Game is good. Game is 🦀.
Posted 4 March, 2024.
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332 people found this review helpful
1 person found this review funny
2
3
16
3
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8
52.2 hrs on record (29.5 hrs at review time)
Original Review 1/20/2024
I cannot express how incredibly disappointed I am in Amplitude. We are three months post launch, and not only have they made a game with several inexplicable design decisions, like the change from four player coop to three, they haven't bothered to fix frequently reported launch day bugs they should have caught in playtesting -- even with more than a month since the last patch. Unfortunately, the new patch has introduced new bugs that make it obvious they're not bothering to test the game in multiplayer at all.

As an aside, the interface lacks a ton of useful info. You can't see turret stats outside of placing a new one, for example. But that's just an annoyance compared to the rest of it...

Editing this list in the review update: items still present have been moved down to the new list.
  • Saving and loading a game sometimes breaks quests for clients.
  • Clients can't complete Sweeper's first quest if the host has completed it.
  • Clients always see every weapon in the shop listed as "heavy," and sometimes see different stats on the weapons.
  • Eriaudy's fight is hopelessly bugged for clients. Missing animations, missing health bars...the devs acknowledged these issues in a forum reply on November 2. They're still not fixed on January 20.

And the new ones introduced in last week's update that are frankly offensive to the players...
  • Clients lose almost all their movement speed for a second or two after meleeing or being hit by another player's melee.
  • Clients hit by an exploding barrel lose the ability to move. The only fix is to quit and reconnect.

I fear the damage has already been done, judging by the player count, but I hope Amplitude fixes this stuff. The graphics are good and the gameplay has potential. But I will not recommend this game in its current state.

Update 3/30/2024
This is not an update I wanted to write. I was so excited for this game, hoping that things would be fixed and Amplitude could begin the long road to bringing it back to life. No luck. My friends and I have had fun with the core gameplay, and we've added a bunch of hours since my original review, but the multiplayer bugs and lack of updates have left us thinking we're pretty much done after frustration really took over our last run.

  • Clients still cannot see resource indicators on crystal slots.
  • Clients still cannot see spawning indicators on the minimap.
  • Purchasing items from the shop sometimes buys multiple for host and clients.
  • Re-mapping the use key is only partially respected. I still have to press E for a whole bunch of things like advancing text boxes, buying from shops, and selecting a character. I forgot this one in my previous list.
  • When joining a multiplayer lobby, the game sometimes emits an ear-splitting buzzing sound for a few seconds. It is utterly inexcusable that Amplitude publicly acknowledged this bug just after launch, and it's not fixed five months later.
  • Clients cannot see the dialogue in the elevator. It's hidden behind the next level selector.
  • Eriaudy's fight is still bugged for clients, though it is now together enough that they can participate. Animations are still missing, and clients can see him when he's supposed to be invisible.
  • You can't skip the final cutscene. It's the same pretty much every time, though a couple dialogue lines are character-specific. It's three solid minutes of the same thing. Literally every. Single. Time.
  • Multiple items and abilities have poorly-worded descriptions. For example, Comrade's Fanatics Only chip grants bonuses if there are "only Comrade Turrets" in a room. Does that apply to heroes? What about the Crystal Bot? What about Comrade? Through testing, we determined it only means other turrets, but since most of the UI lacks hard numbers, we had to science it. We shouldn't have to science it. And there are a ton of these issues.
  • We're missing station cards. Where are they? How do we get them? We thought it was 100%ing collectibles in an area, but if that's the case, the achievement count and our in-game counts don't match. And again, the UI doesn't tell us.
  • Weapon DPS is buggy as hell. Switching weapons while looking at one on the ground results in the displayed DPS of the new weapon changing. Which one is the real number? Who knows.

I'm sure there's plenty more I'm forgetting. There have been two substantive updates in the five months since launch with no communication on a roadmap or other future enhancements beyond a new character. The game, as far as we are concerned, is abandoned unless Amplitude puts major work into it and picks up the pace of updates.

Judging by the player count, which stands at around 60 concurrent players worldwide as of this writing, we're not the only ones.
Posted 20 January, 2024. Last edited 30 March, 2024.
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No one has rated this review as helpful yet
1,817.5 hrs on record (1,546.3 hrs at review time)
Somehow, I've never reviewed DRG. It started with a unique and very strong core game loop with randomly generated caves and a good mix of exploration and combat. Ghost Ship got on board with the community and memes and mods and just generally having fun, and it blossomed into one of the loveliest overall community experiences out there right now. Add in GSG holding off on excessive monetization plus large content updates, and they've got a large, loyal following.

And they deserve it, and DRG deserves every bit of the success it has found.
Posted 25 November, 2022.
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14 people found this review helpful
1 person found this review funny
1,286.3 hrs on record (1,229.1 hrs at review time)
Yes, GTFO really is that difficult. It's the hardest game I've ever played. There's no scaling, either, so you're going to want a team of four if you can get one together. That said, the skill ceiling is as absurdly high as the floor is low.

So, if you're in for learning missions iteratively, spending time studying tactics, learning the map layouts, patiently executing plans, fighting for your life with guns blazing to open a security door.....then dying because this game has no respect for you and you made a mistake, congratulations. You're home.

The atmosphere is perfect. The game is incredible. 10/10 let's go.

v1.0 edit: there are bots now, so running with less than 4 might work. I would still strongly recommend 4 human players.

Done.
9/8/2024: Three years and two months after we started, we have completed every objective in every original rundown and every alt rundown.
Posted 14 October, 2021. Last edited 7 September, 2024.
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No one has rated this review as helpful yet
278.6 hrs on record (42.7 hrs at review time)
Legitimate criticism of this game: if you, personally, don't like the art style
Other legitimate criticism of this game: none, assuming you're not one of the people in these reviews who doesn't really understand what a roguelike is
Posted 26 February, 2021.
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51 people found this review helpful
1 person found this review funny
2
2
65.0 hrs on record (9.1 hrs at review time)
Early Access Review
Look, I'm old. This review is gonna sound like it was written by An Old. I am okay with this.

Y'ever played a game that felt like it bridged a time to when you were a kid? Prodeus does that. It does it better than other clones I've played and better than all the other "old school" FPSes. Prodeus is Brutal DOOM built on a modern engine with modern combat, and it's a damn near perfect example of the genre.

Early access: The campaign ends abruptly and needs more work. But it's EA, and the game is so good, I'm willing to let it go.
Posted 30 November, 2020.
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1 person found this review helpful
5,260.3 hrs on record (4,651.3 hrs at review time)
>You've played for 4,651 hours. Would you recommend this game to other players?

Well. 4600 hours and over four years, by far the most I've put into any game, ever, and I still play every day. Warframe looks and plays better and has more content than many considered to be its peers or even superiors. It's a living, changing game, it doesn't look like the game I was playing when I started, and it won't look like the game of today in another few years.

Yeah. I recommend it. Join us, Tenno. The New War is about to begin.
Posted 27 December, 2019.
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22 people found this review helpful
0.0 hrs on record
Minecraft's resource gathering, Red Faction's environment destructibility, and Left 4 Dead's play pacing -- albeit a little slower overall. Also, Dwarves!
Posted 30 June, 2019.
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No one has rated this review as helpful yet
49.9 hrs on record (45.1 hrs at review time)
It's Contra sped up 10x and infused with more MURRICA than any game has a right to have, and it carries all of it perfectly. A superior platformer with attitude, and one of the only games I can remember playing as an adult that we figured out as we played it. ("Hey, I'm The Terminator? What's his special? I bet it's invincibility. *hits button* Yup.")

Old school difficulty, old school graphics, and near perfection start to finish.
Posted 28 November, 2016.
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Showing 1-10 of 12 entries