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Recent reviews by (YouTube)Dragnix

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Showing 71-80 of 498 entries
7 people found this review helpful
2.0 hrs on record
Target Audience: Tension Based Horror Players

Summary:

The biggest thing that's going against Last Light is that price tag: as many players see the graphical fidelity and possible game length, and decide that it's not worth a look. I'm not going to sit here and tell you that Last Light is going to blow you away in any one aspect: and it's not the kind of game that's going to be YouTube bait for another horror title with scary moments left and right. But what Last Light does well is keep the tension up while you try to figure out how to get through things without getting taken out, and all the time you're waiting for the next shoe to drop. It's the type of game that won't horribly frustrate you in the horror genre, but give you enough hiccups where you feel like you're just ready to run for your life at any moment. With a good atmosphere, it's a great title to target on sale in most cases: it's worth your time, but maybe not at the price.

Gameplay Footage: https://youtu.be/2QB2YpJfr1w

Lists:
Positives:
  • Reasonable Tension in the gameplay, keeping you on your toes without feeling TOO cheap.
  • Not focused on jump scares, but the ones that are there are extremely effective.
  • Sad story that will make you appreciate the characters and the situation.
  • Sets a good atmosphere that complements the tension in the gameplay.
  • Level Design is tight enough to allow for multiple paths without feeling too overbearing.

Negative:
  • Length could be a problem for the price for players. While there's some replayability, if length is what really gets you on price, this could be a pass.
  • Wanted more mechanics in the long run.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 11 February, 2022.
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10 people found this review helpful
12.4 hrs on record
Target Audience: Mystery Players Who want Clever Puzzles and a straight forward story

Summary:

Strange Horticulture's reception may be strong, but I may be in the minority in thinking the game is not as good as the impressions have first given. Don't get me wrong: there's a game still to play here that uses creative puzzles with the plant element to test the player, and allows for players of all skill to still experience the story despite the fact that it doesn't have any sort of skip mechanics (but maybe a too robust hint system). It's the game that sets the atmosphere well with haunting melodies and detail at all the right places to create some ambiance. The story is grounded in reality and helps the tale do well in being relatable and yet interesting at the same time, and the UI and controls, while clunky, actually do well to put the player in the position of an owner with its quirks and little hitches.

With that said, the “influence the story” may be correct, but it's minimal, as there are only a few paths for the story to go. But those looking for a Papers Please like experience will find that the game is very much on rails: creative solutions to problems don't exist here, and thinking outside the box will get you nothing. The story doesn't have memorable characters and can get lost in the way that it's written, jumping from character to character and sorta getting you lost in the process. It doesn't have any stand out moments that really stick with you, and the game's replayability is low due to the limited paths.

It's a game that is the definition of boom or bust: where those who love mysteries on rails and creative puzzles will be really enjoying all the game has to bring together, but those who are only on the fence will start to get frustrated with some of the implementation of things like the hint system and lack of control. For many, it's a game to wait to get on sale because it's still worth your time, but there's nothing to force you to get it right now with other games available. It's good, but it could have been fantastic with the right additions.

Review Video: https://youtu.be/yAIjaOygyec

Lists:
Positives:
  • Clever puzzle elements that keep the variety up helps reward those who pay attention to detail but aren't stuck in a box.
  • Mystery element is strong in terms of getting you interested in what is under the surface and what the world has to offer.
  • Strong atmosphere puts you into the shoes of the plant shop owner nicely, keeping a sense of foreboding but not bashing you over the head with it.
  • Plants in all aspects (visuals, descriptions, etc) help give the game life and make you want to see what is the next one you find, or what the next one can do.
  • UI/Controls adds to the gameplay in terms of immersing you in the world, even if it is clunky.
  • Flexible for those who don't like puzzle games for the most part.

Negative:
  • Lack of really player agency in the story and gameplay disappoints in making you feel you are in for a ride as opposed to steering the car.
  • Feels like potential was lost with secondary mechanics and the lack of shortcuts/other ways to influence the game. Too many one solution problems.
  • Story feels like its missing punch in the big picture. Words start to blend together from a voice perspective.
  • Character models are lacking punch with them really taking away from leaving an impression, even if the game is grounded in reality.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 10 February, 2022.
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24 people found this review helpful
1 person found this review funny
16.2 hrs on record
Target Audience: Dedicated Rhythm players that want something a tiny bit different, but are willing to contribute.

Summary:

Kovox Pitch is an interesting case of a game that is fine, but has the potential to be great if those in the community that could be created go in on it. It's weird though, veterans of the genre will appreciate the accuracy of the gameplay in terms of the it sounding on the general beat, but will realize that the game could feel a little casual with the lacking difficulty in the story mode, and the leeway that it gives on the perfect and greats of the hits. It's song tracks are fine and do a good job of really emphasizing the beat, but lack a variety in the core experience. The presentation isn't too flashy so that it distracts you from the gameplay, but lacks an oompf to really sell the game in the long haul. It seems average at first, and even though it's not that much, it may be a hard sell for some.

The thing, what really pushes the game to a reasonable level is the in-game editor. Is it perfect? No, but what it does have is something simple.....that it's easy to use. Newbies to the genre will be able to make their own songs, and while they may not be able to really perfect their music on the first go, they can still make something reasonable and something they can be proud of. With that said, it is unfortunate that all the sharing has to do be done outside the game. Yes, I realize that the music can't be shared in game but the track data could be, and it is unfortunate that the sharing can't be done in game. But with the easy way that you can make the songs plus the reasonable accuracy you can get, that leads to a game that has reasonable potential.

Review Video: https://www.youtube.com/watch?v=IMPYT8kLYiI

Lists:
Positives:
  • Solid gameplay mechanics feel accurate to the beats of the song, which goes a LONG way in a rhythm game.
  • Good mixture of mechanics that keeps things simple yet forces change up.
  • Presentation doesn't get in the way.
  • Editor is easy to use and has the potential to create a reasonable community behind the game if they invest.
  • Very relaxing in the big picture, not stressful.

Negative:
  • Difficulty in story mode could use a boost, veterans of the genre won't be pushed by the base difficulty.
  • Music variety in the story mode could have used a boost, as the light rock starts to blend together.
  • Lacks a punch in presentation overall.
  • Story could have worked a bit better in the translation department for english. Very broken sounding at times.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 17 January, 2022.
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22 people found this review helpful
4
3.2 hrs on record (2.3 hrs at review time)
Target Audience: Shmup fans who want to try strategy, strategy fans who want to try shmup, and overall those looking for something different.

Summary:

Everyone can love the Call of Dutys and the Fortnites all day every day, but what really excites me is when I find a game that does something a bit different, and really shows the creativity and knowledge to design a game that on the surface may sound like a disaster. Coming out of an indie game jam with the idea of combining two “incompatable” genres together, Heck Deck shows not to judge a game based on screenshots or even a minute or two of gameplay. Because, what you end up getting is a very smartly designed strategy game that feels like a SHMUP, yet combines it into a combination that stands out in the crowd. To say I was impressed with the detail of every element of the design would be an understatement, and this is a game that's perfect for it's price: you'll get your money's worth in the end.

Stopping time while not moving allows for planning your next move while considering your options, but does not give you infinite outs with the bullet patterns and chaos that the game can cause. Using bullets to take damage but to give you the weapons you need is a great way of forcing the player to think about what they need to do: as having to put yourself in harm way to get what you need ups the tension while giving you enough health with other cards to survive. While the game is on mobile (iOS/Android) as well and definitely would be a great game to play on the phone, the mouse/keyboard controls also really work well and could allow for greater speed and more flexibility while playing. The visuals aren't over the top but complement the action well, giving you all the information you need WITHOUT visually blinding you or forcing you to really squint to see that little bit of information in a pinch, especially once you get an understanding of the game's mechanics. And while some may consider the lack of pure information tutorial a determent into getting into the game, the discovery of what powers do and even killing yourself using a new power is fun in of itself.

Listen, many people may overlook Heck Deck on steam, seeing a “mobile” game that's not flashy on the surface. I'm telling you now that if you like fun with strategy, you like the shmup genre and you want something different: the price of 4 bucks or less for Heck Deck will not only be a great buy, but will be something that will feel unique in a world of copycats.



Gameplay Footage: https://youtu.be/_zMi1o7OYnM

Lists:
Positives:
  • Unique combination of genres complement each other nicely as strategy in avoiding damage while still having to put yourself in harm's way ends up working well for the game in every area.
  • Smart design choices in using enemy bullets as the ammo/items you need and making your health an active resource really shines in creating tense scenarios where you're recovering and still dodging, and lining for the right shot.
  • Good balance of the time mechanic to avoid spamming of health cards and forcing you to consider how to survive while actually doing damage.
  • Game seems to understand that early game would get repetative so secret unlocks seem to help keep variety up.
  • Precision can be gotten with the mouse/keyboard controls but isn't so precise to avoid stupid decisions when running into a hail of bullets.
  • Visuals are simple, but give you all the information you need at a moment's glance, as there's never any confusion once you know the game's mechanics.
  • Reasonable options to adjust the experience.

Negative:
  • Those wanting more explicit information will be frustrated by the lack of descriptions for even cards at the start. It's designed as a learning experience, but that may not be for everyone.
  • Honestly, it's the fact that for 80% of the potential player base, the game would probably be a better purchase on the smart phone just because the feel of touch screen would be great. That's only a negative to not buy for the steam version (but get the version on ios/android)

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 12 January, 2022.
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9 people found this review helpful
45.1 hrs on record
Target Audience: Those who don't get frustrated who wants core systems that work, otherwise WAIT FOR SALE

Summary:

Have you heard of the term “The sum of its parts?” On the surface, Fight Knight looks to be a game that would take advantage of that saying: a game where if you look at each system on its own, it has a lot of positives, some slight negatives, and would seemingly put the game into the top tier of the Melee Combat Dungeon Crawling genre. But, the thing that phrase misses out on is the synergy of mechanics working together, lifting each mechanic up to take the game to new heights. That's where Fight Knight faulters, as systems end up conflicting with each other and causing so much frustration that a player will need the patience of a monk in order to beat it. It's actually a hard choice here on whether to give it the up or down: As during the first few hours of the game, it's a substantial up, but as the game starts to really fumble with its systems, you'll be screaming in hours 5-8, and wanting to give up at 9-12.

So, the combat is great, with fantastic enemy variety that really works in combination with different groups in order to force strategy changes. The visuals are striking yet set a world rather nicely, and the music is something I could listen to all day. The game challenges you with some reasonable puzzles, and good sound design with occasional misses.

The problem really comes when the game starts to really get too clever for its own good with its level design, specifically with the jungle top and fire and ice levels. When you're being forced to deal with the “random” battles and losing tiny bits of health, unsure where to go next, and realizing that you can't even get back safely to a save point to safeguard the slight progress you DID make, you know you're in trouble. You'll go hours bashing against an area without making progress (unless you strictly use a guide), and you'll start to see the problems, like not having good dungeon markers to orientate yourself, or how the armor/skill system really wants variety despite forcing you down specific paths. By the time I was running toward the end of the game, I had wanted to tap out.

This is one of those games where I'd strongly urge you to read up a lot on it before making the plunge: if you decide its the game for you then get it (especially if you're sensitive to the controversy surrounding the game). Even the refund system here doesn't save you, the first two hours are strong and don't really show off the beatings you'll take later on. Play it at some point, but I'd advise going all in blind.


Video Review: https://www.youtube.com/watch?v=ZInUHwfUsEU

Lists:
Positives:
  • Core enemy variety is great with different strategies that combine together well to force you to adapt.
  • Solid writing with interesting characters that you want to see more.
  • Very strong music collection that I will be listening to while coding outside of the game.
  • Good sound design especially with some of the crunch of combat.
  • Reasonable accessibility options without strictly having a “difficulty” option.

Negative:
  • Systems combat each other in bad ways, causing frustration left and right as you feel the game is fight itself.
  • Lack of markers with certain levels can lead to frustration for navigation.
  • When the game starts to drag, it drags. Even with the other positives, it can feel like a chore.
  • Save/Potion system feels like it could use a tune in balance at times. Feels like you're fighting against a waterfall that the game has created, despite that seemingly not being part of the design.
  • Visuals sometimes get in the way of seeing the action and that can be nasty in multi-enemy fights.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 14 December, 2021. Last edited 3 July, 2023.
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42 people found this review helpful
3
3
2.4 hrs on record
Target Audience: Donkey Kong Tropical Freeze Completionists, otherwise wait for sale for platforming fans.

Summary:

This really is a tough one, because there's one thing that's holding down the game in the big picture. Don't get me wrong, there's some smaller problems at the core of the game: reused level elements (similar structures) hurt the game, and some of the extra elements feels like it could really use some more to work toward. Nevertheless, the game's control scheme is fantastic in allowing you to control the character to the precision you need WITHOUT giving you too much leeway. The progression of difficulty, while a little faulty, does ramp up in the mid game and the game will really feel like an alternate version of Donkey Kong's Tropical Freeze. I mean, it's clear that's one of the game's major influences, as things like barrels are turned into toucans that shoot you. That's not a bad thing either: if it works: don't fix it, and there's enough different here with the less floaty jump and precision for speedrunning that makes it attractive to players who love platformers. The game is visual beautiful especially for an indie game, almost matching certain elements of even nintendo's 2D platformers at times.

So what's that almost-fatal flaw? Well, it's that price point coupled with the length of the game. Mind you: I'm ok with the return on investment here for what I played: but when I can beat the final boss in a 2 hour stream with about 50% of the game's collectables grabbed, some people are going to really struggle with justifying the price of admission here. Even I, someone who thinks games are generally underpriced with what they return to you on entertainment, sit here and wonder if a lower price point would get a lot more people interested in what is great platforming gameplay that could have taken the step to the next level with more creative level design. Even with those hours, some things will feel familiar (especially in the mini-game level) and I wonder if more levels were put in and the cost not adjusted, we'd have a breakout platforming franchise being born from it.

Never the less, what I played was good which is why it gets the thumbs up, so if you really need that platforming itch, specifically like Tropical Freeze, itched, then this is a great pickup. I'd just probably wait for a half off sale, unless you like speedrunning and collecting everything.

Stream Footage: https://youtu.be/y0DAFnaZ_ik

Lists:
Positives:
  • Control Scheme is perfect for the gameplay in question, allowing masters to really zoom through levels while newbies will get adjusted rather well.
  • When the game starts to pick up the pace level design wise, it shows some great speed and good quick platforming decisions.
  • Good Level Design, some interesting combinations, can feel “epic at times”.
  • Beautiful presentation that puts in on the same level as bigger studios in the 2D platforming genre.
  • Good atmosphere for gameplay, good ambiance music, sound design gives you the information you want on certain actions.

Negative:
  • Content Length. Main game can be beaten in 2 hours with about 50%, and in today's modern day gaming landscape that's not a lot of bang for buck compared to others in the genre.
  • Reused content, specifically on the race through the rings mini-games, pops up in bad ways. Not horrible in the big picture, but minor changes would have gone a long way.
  • Doesn't have a unique signature. Feels familiar (not the same, but familiar) to other platformers like Tropical Freeze.
  • For some, the game won't do enough to feel “different” then others in the genre.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 17 November, 2021.
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5 people found this review helpful
11.0 hrs on record
Target Audience: Reflective Players, Players who like an Alternate Story, players who like to organize their inventories.

Summary:

Unpacking is a game that's going to be highly hit and miss for a variety of people out there, and the fact is that it's not trying to be anything but what it set out to be: a game where you can unpacking things into a new house. Well, at least at first. A clever use of storytelling makes the game stand out by not dumping exposition and forcing the player to figure out the elements surrounding the game and its items that you are placing into the world. It's able to capture realism with very detailed items from a pixel level where you can recognize that gamecube game case, and the sound design is amazing with the sheer amount of different interactions that you can have. It's a game that's very much designed for you to explore and experiment, and there's an underlying satisifaction that you get even if the game is not entirely grading you 100% of the way. It's relaxing, but not full of pressure.

With that said, those have pointed out the length of the game, and while I don't agree it's not worth a purchase for the content present here, I will say that I did want to see the game's concepts taken to another level. Don't get me wrong, what's here is great, but I could see a community of storytellers absolutely flourishing from a build your own item/house mode, and a scenario constructor. I wanted to see harder decisions like actually considering to have to throw away things, or maybe buy things to put in. The thing is, I think this game is good, and worth your time, but I also think it's very specialized to a subset of people. I think adding some features to expand the world would make it a must buy.

Overall, still a nice game that's worth your time, but be advised it's on Game Pass, if you already have Game Pass.

Video Review: https://youtu.be/rlJCQ1QY6Mk

Lists:
Positives:
  • Relaxing gameplay that has a unique satisfaction in simple interactions.
  • Alternative story telling that helps the game define a unique identity.
  • Nostalgia in the visual design along with great detail to show it.
  • Slight stage to stage differences that helps make each of them seem different from level to level. Good rule selection here.
  • Exploration of items is fun, trying to find achievements is fun.
  • Beautiful sound design that goes way too far to making things realistic.

Negative:
  • Ended up wanting more in the big picture → lots to build off of in the end.
  • Wanted a little more evolution of items and decisions to discard/remove things.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 11 November, 2021.
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36 people found this review helpful
1 person found this review funny
4
31.8 hrs on record (31.7 hrs at review time)
Target Audience: Platforming Veterans or Platforming Fans

Summary:

Demon Turf is going to be labeled a nostalgia game from the days of the 3D platformer, and I think that while it's definitely paying respect and has been influenced by those masterful games of the past: it's much more then that in the big scheme of things. See, what Demon Turf does is understand what made games of the past great and remixes it JUST slightly to feel fresh enough for the genre, while establishing its own identity in the process. While it stumbles here and there with small elements like the sound design and an overall lack of story punch, it makes up for in a game that will keep you coming back to finish all its content.

Let's not mince words: Demon Turf is not a walk in the park. Players expecting a more laid back experience will not find it here, as Demon Turf pushes your ability to master all the different kinds of jumps and hazards. It makes you mix up your abilities on a regular basis, and the focus on pushback combat does do a lot to make it stand out compared to others in the genre while staying focused on the movement and positioning. Bosses feel appropriately strong, and the game doesn't let go of the throttle even in the late sections of the game. It does have tons of options to really refine the experience as well, as the controls can be fine tuned down to the littlest thing, and it's clear that the developer wanted to make something everyone could really enjoy.

The game does have small hiccups. Sound design lacks impact at times to really give an impression of oompf from other creature and bosses. The story despite having some good characters needed a bit more especially in levels with the main cast. It can be frustrating on certain personality types that can force them to walk away in frustration. But in the same breathe, it does all it can to give you options without conceding the base design.

Overall, if you like 3D platformers at all, you'd be remiss NOT to take a look at Demon Turf. It's going to be a game you'll send hours in and for good reason.


Video Review: https://youtu.be/DqVX3Gx2Ktw

Lists:
Positives:
  • A great mixture of level design that is in the top 25% of its genre on a regular basis: no level sticks out here as bad and repetitive.
  • Fun yet difficult. Pushes the player.
  • Lots of side content. Around 30+ hours worth.
  • Controls are exactly where they need to be to challenge the player without giving TOO much leeway.
  • Combat helps reinforce the platforming more then being a side activity and feels like a good extension of the mechanics.
  • Smart use of the presentation and visuals to define a unique 2D/3D combination of the world that focuses on animation and overall big picture details to make the worlds stand out.
  • Music fits the game's themes at every turn and really enhances the gameplay.
  • A world of characters that I want to see more of in the future.
  • Lots of options. They didn't hold back here, and may have more options then triple A games do.

Negative:
  • Sound design lacks oompf at times and seems to be missing key sounds that could have really taken it to the next level.
  • Overall, was wanting more from the story as the game doesn't use some of the platformer tricks (major characters in levels for brief moments) to build out its world.
  • If you don't like lighting or bloom cranked to 10 at times, you're not going to like Demon Turf.
  • Boss Fights while great for the most part do make a mistake in introducing skills in them that actually causes a weird dynamic.
  • For those weaker in the platforming genre: it's not going to be a game that I'd recommend, while it has things to help it's also going to frustrate you in bad ways.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 4 November, 2021.
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3 people found this review helpful
1
2.4 hrs on record
Target Audience: Those Who Loved Metal Gear (NES) and similar stealth games, and can appreciate war movies

Summary:

Unmetal follows in the footsteps of Fran's other work and presents a solid game that flips the formula on the basics of the genre that it's presented in, but does it with fantastic humorous writing. There's careful crafting of the jokes, ranging from stupid yet laughable to clever and gut busting. It definitely understands the material that it's parodying, using the tropes of the genre well while crafting a unique experience. Let's be clear: while the gameplay and other elements of this game are good, it's the writing that is the shining star and deserves your purchase. It uses the pace to surprise the player with gags, but it also keeps an underlying story underneath that's still worth following. Characters are stereotypical but not at the same time, leading to a unique experience that's going to stick with you in the first few hours (of what I played so far), and I'll want to come back to it until its complete.

The gameplay, while not on the level of the writing, still is able to use the comedy and tropes of the genre well and keep you invested while still feeling like you're a sneaky soldier. It takes inspiration from Metal Gear (NES), and while it's not trying to be anything ground breaking, it's able to use slight shifts in the mechanics to help vary the experience and keep you having fun. The stealth system is basic but works well enough (even if it's not the most precise). Sound design is well put together and gives you the information you need, and boss fights while coming down to basic patterns will make you appreciate the absurd situations you're put into.

Really, in the first two hours I played, I started turning off my Reviewer brain and just was enjoying the experience. Let me tell you, for a game to do that, it's got to be something special, and Unmetal understands how to let the player have fun. It's not flashy, it's not shiny, but you know what: it's Fun and that's all you need.





Stream Footage: https://youtu.be/-pbErrNTY6M

Lists:
Positives:
  • Comical writing that hits a gambit of joke types that all successfully use the genre to satirize it, and doesn't let up in the process.
  • In that comedy, multiple techniques are used to keep the player guessing, and is able to setup jokes fantastically.
  • Still, there's an underlying story worth following even beyond the comedy, even if it is basic. Built the world well.
  • The game knows the genre that it's playing with and tweaks circumstances in the “stealth combat” genre by adding elements from other genres into the mix in smart places.
  • Solid gameplay that mixes things up and adds difficulty without adding frustration.
  • Art feels familiar in the “un” universe while still moving it forward.
  • Music and Sound Design complement everything above rather well.

Negative:
  • Game does expect a certain path at times in order to progress, which can be annoying tracking through 8 or so screens if you missed one body to loot.
  • Takes a second to understand enemy view cones.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 29 September, 2021. Last edited 29 September, 2021.
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14 people found this review helpful
2
57.7 hrs on record (57.7 hrs at review time)
Target Audience: Those Willing to Take the Lows With The Highs in Card RPGs

Summary:

This is a recommendation in essence, but for a specific subset of people.

I'm going to be straight up from the get go here: The Amazing American Circus is one of those games that I want to love up and down, but ended up being the biggest thorn in my side due to what happened during the review period. To say that I faced some of the worst bugs: specifically saved game bugs, in my review career would have been an understatement: I had 8 separate runs break wildly in that period where I could not continue to make progress. While those bugs seem to be fixed now, I have a form of PTSD at this point. Every time I play, I'm waiting for the game to break again. Hell, even the video I made had a major bug in it. There's a reason I have around 40+ hours of gameplay without actually beating the game, and to say it hung over the experience would be an understatement to say the least.

With that said, much like the Ringling Brothers Circus, AAC is trying to reach for the stars with the sheer amount of different mechanics, classes, and permutations of gameplay that it has here. It becomes a double edged sword: even if the cities that you come across aren't randomly generated and those battles will be the same, the sheer amount of what you can do ends up making for interesting battles never the less. Granted, that comes at a cost: the game's balance is a problem: with so many different constructions of parties and cards and layouts, there are definitely combinations that break the game quite easily and I never felt to threatened after learning the game's tricks, even in the later levels. I love some of the classes like the Aerialist and the Fire Breather in making unique combinations that force a specific strategy, but combinations like the Fakir and the Clown feel way too over powered and can wipe an enemy team even in the best of scenarios.

The story and voice acting does a good job of setting a unique presentation, and the concept behind the game in performing and adapting a battle system to a Performance is clever. I got a few laughs out of the game. But I want to say that I would have loved it more if the game wasn't so volatile In its bugs and its balance. I would have waited another 2 months to balance things out if I were the devs, but I understand the deliverables problems and that they may not have had the ability to do another 2 months.

Let me say this: if you're tolerant to issues, or it's revealed that many of the issues that I came across are majorly fixed without consequences, then give the game a shot. When it comes to bang for buck in this genre: AAC is going to be a high flyer. But if you get frustrated easily or really need a game to reign in things for balance purposes: AAC is going to be like a clown in a rodeo: you're going to get skewered.



Video Review: https://youtu.be/OqLdy4K-0N0

Lists:
Positives:
  • A lot of content, and a lot of different mechanics. Replayability, even with the more static elements of the game, could be high.
  • Some of the more unique classes stand out in great ways and reward smart thinking and construction of parties and decks.
  • Shuffle mechanic feels unique and gives the game an interesting identity, even if it doesn't become a factor due to a few negatives.
  • Writing is comical in the right ways and helps set the scene for some absurd moments, but ones that had me laughing all the same.

Negative:
  • Bugs riddled the experience in the review period and happened enough where even regular mechanics of the game caused me to wonder if the game was bugging out at certain points.
  • Balance as a whole feels off, balanced toward the player. No situation happened where I lost a match, even in the early going unless I was TRYING to lose. Possible that it hurts the replayability as “optimal” paths definitely come into play.
  • Honestly, was able to upgrade most everything halfway through the second act. Too many secondary mechanics ends up making things feel like a chore as opposed to options.

If you want more reviews/information regarding games I've reviewed, visit my curator. Dragnix Curator
Posted 16 September, 2021. Last edited 16 September, 2021.
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