Review by: MicroDude
Reus is a rather spectacular game, it might remind you of a mini-game you can find on the internet; but it is so much more than that. The title Reus is ( actually ) Dutch for giant and since controlling god-giants of different elements is a core feature of this game, hence the name.
( I suppose you could say ) Reus is a god-game, it is like a mini fusion of From Dust and Black and White, which involves creating landscape for your citizens and at the same time micro manage the settlements.
The core features of this game is to terraform (shape ) the earth. There are four different “shaping skills” that you can use, and they are as following: Water, Mountain, Forestation ( Woods) and Swamps. And each is equally as different, and will create a different type of settlement. Well except the water, there isn’t any water tribes. Each of these will have a natural response to the other one, for example the woods and the swamp needs water, and the desert needs mountains. And each of these three types of land masses has its own type of customization; where-as swamp can get herbs and the woods can get berries.
The game also has a “tech-tree” for the different types of plants, animals and minerals that you can place down. Each offering a different yield of various items, such as wealth, food or tech.
The visuals in this game is conveniently thought out. It’s a smooth cartoonish style; and the avatars are neatly created. They all have their own type of characteristics. The graphics are created in a way that there is no need to complain about boring graphics, I suppose that’s the benefit of having cartoon graphics.
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Hello! I played Ildefonse a long time ago on youtube, but do not be offended everyone, it's just my opinions Im gonna state now ;) I base my rate out of Quality, Scares, Lag, Story and Length (Atmosphere and stuff like that goes in the Quality)
First of all I must say Quality: You did a good job on that part, just the retarded way to run at and the walking speed is super slow drags down my vote about 1-2, I never finished it because the game crashed after a couple of minutes wherever I was, like it was a timer for it to crash :P Scares: I must say, it gives goosebumps alright but nothing particularly scary, the sewers was a little bit more scary than giving goosebumps, but goosebumps is a good thing like it gives you a feeling of like something's gonna attack you in any minute ;) Lag: There was absolutely no lag, GOOD JOB on that! Story: Great story, but it could be much more improved with voice-acting :P and last but not least Length: I never finished it so I cant really tell, but I think it's a worthy 2-3 episodes which is suiting length for an indie game ;)
Quality: 7 - Scares: 7 - Lag: 10 - Story: 8 - Length: 9
The story is good, but the level design is... odd and some of the scares don't quite work the way they should (that or I'm really good at hiding from poofers). The levels feel a lot like the original game, perhaps even too much so. Several times I found myself saying "Oh, I remember this place." or "Well, that's oddly familiar." For example, I walked into the first cellar level and was greeted with a memento cheerily informing me of how dark it was (sound familiar?). On the other hand, this custom story also matches the Dark Descent in map quality. While it is a bit confusing at times, it definitely looks and feels well-built. It's also oddly good at keeping me on edge, despite the fact that not a whole lot happens (well, more happens than in the original game, but not near as much as some other custom stories). All-in-all, this is a great CS with good level design and a solid story.
Very fun game that has taken inspiration from and pays homage to The Binding of Isaac and NES/GB Zelda games.
The game can be frustrating but usually just enough to make you want to try again.
One major problem with the game is the sheer amount of grammatical and spelling errors I have encountered. As soon as the developer gets these fixed the game will be highly polished.
Hello everyone. My name is Ivan BiN@KoT Muratov. At the moment Im programmer in AR team. After Reset™ – a classic sci-fi role-playing open world game with old school top view. (www.indiedb.com/games/after-reset).
As you know we chose the Unity engine for this project. And I'll try to put the evaluation in terms of a person who works on this engine. I would not rate it in terms of declared capacity of the engine. And so they all know and can read on the official site of Unity technologies. I will try to highlight the most important features of this software on my point of view.
1. One User Per License. You must purchase a license for each individual using Unity Pro and any other paid Unity products.
2. Do not forget that the individual platform and team license purchased at an additional price.
Therefore, the apparent cheapness of the Unity engine is just an illusion.
3. The Unity technologies increasingly evolving towards mobile platforms. The use of the engine for the standalone projects isn’t very popular.
4. Engine with closed source. Developers limited only by the fact that the Unity technologies realized.
5. The scripting language engine. It is possible to write scripts in 3 languages: C#, JS, Boo. There is the possibility of using other scripting languages. Object-oriented programming.
6. Bugs in the engine. The problem is not that there is a bug, but the fact that it can fix the Unity technology only. All what you can do is to send the bug report. And you have to wait for the new version with fix of this bug.
While working with the engine I found over 10 bugs. Some of them are resolved changes in the parameters of component. Some have to find an alternative. Quite a lot of problems are with real-time shadows, lightmapping, etc. Most of the in-build components have to write myself. Because any non-standard features can’t be applied to them.
I give only 7 out of 10. Unity is very good engine, but not perfect. There is nothing perfect :)
Nice graphics but lacks a lot of polish in other areas, e.g. it takes ages to go from the menu screen to in the game with no indication that it's doing anything.
The difficulty in general I found way too hard. It's possible to lose all your life almost in an instant because there's no recovery time/invulnerable phase after losing a heart.
A setting for difficulty would have been very welcome. In fact, one thing that really affects how difficult you are going to find it is the weapon it gives you at the start, and that's random, so that's annoying.
edit: bumped the score up because it does get easy as you play it more and more and I found you can redefine the keys (it's on the start screen like a lot of unity games).
Only bad things left are the lack of a "loading" screen once you press play from the menu and the random weapon. The devs say they are going to give people set characters with set weapons to select from soon so I'll probably increase the score again.
P.S. The best part about the game is the engine. I'd love to see them do a Heretic/Hexen to this Doom.
This game proves that you don't need many frills as long as you have great gameplay. I can't even figure out why it is fun. It is repetitive, it looks very, very old school and the only challenge is platforming. Judging by those attributes I should hate this game and so should everyone else, but I don't and I don't think anyone else does either. Verdict: Just stick it in yo' Genesis!