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Recent reviews by Nobady

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Showing 1-10 of 355 entries
No one has rated this review as helpful yet
1.1 hrs on record
🎲 Rune Dice Demo: A Must-Play Strategy Gem! (First Look & Impressions)
Hey everyone! Welcome back to the channel. I just spent some serious time diving into the demo for Rune Dice, and honestly, I was completely blown away. This game has instantly shot up my personal anticipation list! While this is just a demo, the potential for a full-fledged, top-tier strategy game is absolutely clear.

⭐ Why Rune Dice Needs to be on Your Radar
Brilliant Core Mechanics: The way the developers have fused deck-building with a strategic dice-rolling system is nothing short of brilliant. Every turn feels like a high-stakes puzzle. The thrill of trying to maximize your rune alignments with your card plays creates incredible tension and rewards smart planning.

Stunning Visuals & Polish: The art style is gorgeous—dark, atmospheric, yet perfectly legible. The card designs and the visual effects accompanying the rune activations are polished and truly enhance the fantasy setting. Even the UI in the demo feels tight and responsive.

Depth and Replayability: Even with limited content, the demo hints at massive depth. The variety of runes, equipment, and build paths suggests that the full game will offer incredible replay value, encouraging players to experiment with different synergies and strategies.

The 'Just One More Run' Factor: This game is dangerously addictive. The difficulty is balanced perfectly, providing a real challenge without being frustrating, making it incredibly hard to put down.

🎥 Final Verdict (Demo)
Rune Dice is already showcasing the depth and polish of a finished title. If you are a fan of strategy, rogue-like mechanics, or deck-builders, stop what you are doing and try this demo!

📩 Message to the Developers
To the incredible team behind Rune Dice:

My audience https://www.youtube.com/watch?v=8yloUkubof4 absolutely loves deep strategy and innovative indie titles, and I truly believe this game is going to be a huge hit. I would be genuinely honored to create more in-depth content and a full review when the game launches.

If you have a creator program, I would be extremely grateful for a review key for the full version of Rune Dice!
Keep up the fantastic work, and I can't wait to see the finished product!

Posted December 11.
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3 people found this review helpful
1 person found this review funny
3.0 hrs on record
🎮 Game Review: [Game Title - Please Insert] 🎮
Overall Impression: This game presents a solid concept, offering an intriguing blend of survival, crafting, and defense, reminiscent of a mash-up between Don't Starve and 7 Days to Die. The day cycle is dedicated to farming, gathering, and building, while the night demands players defend their base. I see significant potential here and look forward to future patches and content additions.

Playtime/Audience: 2-hour livestream with viewer consensus. Recommended for fans of Don't Starve and 7 Days to Die.

🛠️ Key Areas for Improvement (Early Game/Quality of Life)
Based on my stream experience, the core gameplay loop is currently hampered by a few issues that make the early game unnecessarily frustrating for new players.

1. Difficulty & New Player Experience
Issue: The initial difficulty spike is excessively high, making the game unfriendly for beginners.

Specific Example: The sudden appearance of "sand monsters" (or similar aggressive enemies) can result in a guaranteed death, as players cannot outrun or kill them with starting gear and limited life.

Recommendation: A more gradual difficulty curve is needed. Consider either reducing the spawn rate/aggressiveness of high-damage enemies in the starting zone or providing a brief grace period/tutorial on basic combat and evasion.

2. Resource Gathering Economy
Issue: Essential resources are too scarce, significantly slowing down progression.

Specific Example: Dry wood, a critical and highly needed crafting component, is currently one of the hardest items to find.

Recommendation: Rebalance the early-game gathering rates. For instance, changing the harvest yield from 1 unit to 2-3 units per successful harvest would balance the time investment and the high demand for core resources like dry wood.

3. Quality of Life: Looting Mechanics
Issue: The looting system requires excessive manual input, disrupting flow.

Problem: Even after selecting "Loot All" from a container (e.g., a box, or the body of a dead animal/enemy), the player is left staring at an empty inventory screen, requiring a manual keypress to close the menu.

Recommendation: Implement an auto-exit feature. If a player successfully selects "Loot All" and the container's inventory is emptied, the looting menu should automatically close, allowing the player to quickly move on.

4. Player Onboarding & Tutorials
Issue: Critical crafting or gathering information is missing or unclear at the start.

Specific Example: The inability to find or craft rope halted my entire progression, forcing an early end to the stream. While one could argue for reading a manual, games should strive for intuitive, discoverable information or a streamlined initial tutorial. Excessive text is often skipped.

Recommendation: Ensure that the immediate needs for basic progression (like how to obtain the rope required for essential tools/structures) are clearly explained through early-game hints, an introductory quest log, or obvious visual cues.

Conclusion
Despite the early-game hiccups, the fundamental concept is strong and engaging. These changes, particularly to difficulty and resource gathering, would significantly improve the first few hours of gameplay and make it much more accessible to a wider audience. I look forward to diving back in once these quality-of-life patches are implemented!
Posted December 11.
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1 person found this review helpful
1.0 hrs on record
⚔️ Game Review: A Promising Blend of Battle Brothers and Wartales
This game holds significant potential and should appeal strongly to fans of titles like Battle Brothers and Wartales. You gather your squad, equip your characters, develop their skills, and venture out into the world to seek adventure and destroy the evil lurking within. It essentially delivers everything fans of the genre expect, with one key difference: the combat takes place in real-time with the option to slow down time.

While the game is visibly some distance from its final version, the demo itself offers a substantial experience.

✅ Pros
Exceptional Atmosphere/Vibe: The atmosphere oozes from every corner of this game. You genuinely feel like you are leading a group of monastic warriors into battle in this vile and decaying world.

Intriguing Dialogue.

Music and Sound Design: The adaptation of the Palästinalied hymn is fantastic. The monsters sound interesting, and the voice-over adds significantly to the atmosphere.

Graphics and Art Style: The graphical style perfectly suits the rest of the game. Furthermore, the clothing elements of our warriors appear to be heavily inspired by authentic archaeological finds from the medieval period, which is a great touch.

Familiar and Functional Mechanics: The well-known mechanics from Wartales and Battle Brothers are present and work well.

Demo Length: The demo is substantial enough for a good play session and proper evaluation. The tutorial is also well-executed.

❌ Cons
Poor Balance: When playing, you never quite know what loot you will get after a battle or what you will find in a city. Although there are some modifiers related to city size, they seem to have no real impact. The balance of enemies and weapons is also uneven.

Pathfinding Issues: Currently, when our warriors are tasked with attacking, say, a single enemy, they often clump together in a large mass, trying to push through one another instead of simply encircling the target. Sometimes units suddenly lose their target completely or run directly into enemy abilities/traps, which can be frustrating during gameplay.

Uninspired Maps: Levels sometimes include terrain modifiers (e.g., water in swamps reducing fire damage), but it's completely unclear where these fields begin or end. All maps feel quite similar and don't seem to offer the player any noticeable advantages or disadvantages. The combat basically boils down to running up to the enemy and perhaps flanking with a few units. Where you do this practically makes no difference. It would be great if the developers at least displayed information about active modifiers near the cursor.

Lack of Tactical Clarity in Combat: The game features bonuses from other characters, extra damage for attacking from the back, and different weapon types that prioritize damage against armor or health. However, all this complexity gets lost in real-time combat. The interface doesn't help: what good is it that your character deals, say, 2x damage from the back or destroys armor more effectively, when you must always take the game's word for it? You cannot see the potential damage (e.g., damage per minute) on the enemy's health/armor bars. This makes it difficult to decide which enemy to prioritize. Similarly, you cannot reliably position your warrior to consistently attack from a specific side; the enemy suddenly turns, and your bonuses vanish. This is particularly annoying given the poor pathfinding.

💡 Final Thoughts
To sum up, the game has genuinely huge potential to provide countless hours of entertainment in the future. All the current drawbacks are annoying, but they seem fixable. If the developers have enough time, this will undoubtedly become a superb product. I am personally keeping my fingers crossed!

Video is hear https://www.youtube.com/watch?v=xyi0374FT7o.
Posted December 11. Last edited December 11.
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No one has rated this review as helpful yet
1.2 hrs on record (0.5 hrs at review time)
Jasně, tady je jedna souhrnná recenze v angličtině:

😻 Bongo Cat Typing: The Purr-fect Productivity Paradox
Bongo Cat Typing isn't just a desktop companion; it's a willpower test disguised as pure, adorable motivation. While it might make me write emails 40% slower, I'm also 300% happier, which is a trade-off I'll gladly take. Every typo is instantly forgiven by a tiny, wide-eyed cat who clearly believes in me more than my manager ever could. 10/10 – productivity has never been this adorable.

The experience takes a delightfully surreal turn when the game starts "talking back." At one point, the cat's eyes opened impossibly wide and demanded: "More hats." I immediately nodded in agreement.

This cute companion rewards your work—or distraction—with a new item every 30 minutes for the price of 1000 keystrokes/mouse clicks. Its monetization is benign, relying on the Steam Marketplace for cosmetic items, but it requires absolutely no player participation. It's just a cute little guy sitting there, occasionally giving the bottom of my monitor a gentle tap.

A Note on Concerns: I've seen complaints about this game being malware or uploading keystrokes. However, after analyzing the code through ILSpy, I can confirm there is only a simple counter for each keystroke. There is genuinely nothing to worry about.

Verdict: Install it. Embrace the slowness. Surrender to the hat demands. Your mental well-being will thank you.
Posted December 8.
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No one has rated this review as helpful yet
0.8 hrs on record (0.5 hrs at review time)
[BETA REVIEW]

💔 ARC Raiders: The Dream of a Raider, Drowned in Content

"Wanted to feel like a raider? Sorry, bro — that moment is gone. Now you are just meat for f***ing content."

For the first two–three weeks of its life, $ARC$ Raiders was that rare case: a game focused on raids, atmosphere, and survival. Now, for many, it feels like an arena for aggressive streamer content (and other content creators), where a normal player is merely expendable.

🎨 WHY I LIKED THIS GAME SO MUCH

Visually and atmospherically, ARC Raiders is honestly a piece of art.

It's a mix of concrete brutalism that feels like a Soviet–era architecture fever dream, fused with industrial aesthetics in the form of rusted structures. The post–apoc–punk clothing with retro–futuristic elements could be ripped straight out of old sci–fi. It all works together as one strikingly coherent style. The sky and distant vistas are the kind that make you want to just stand there and stare.

Sound and audio design set the overall feeling of a raid and give that rare sense of: “I am actually in another world.” The developers themselves called audio one of their “strategic pillars,” and you can feel it: this is a game you first play with your ears, and only then with your eyes.

The raid atmosphere and the map as a sandbox offered tension and unpredictability—a world you genuinely wanted to explore, where every run could feel unique. All of that existed in the first phase of the game’s life. The game truly delivered that extraction adventure experience, until it became flooded by mass $PvP$ purely for content.

💥 WHAT ACTUALLY HAPPENED

I want to freeze in time the moment when it was still possible to play $ARC$ Raiders “normally.” For me, this was that rare case when a game actually gave me a feeling of happiness and deep engagement. $ARC$ Raiders could easily have become one of those games I come back to for years.

But right now, it is being buried by one specific thing—an aggressive meta pushed by streamers.

HOW IT LOOKED BEFORE THE “EVENTS”

Not that long ago, matches were roughly like this:

You drop into a raid;

You sometimes run into other squads;

Some players chose to interact, some chose to avoid you;

There were tense moments, but you did not feel that every single person you met was a fing psycho sprinting at you and screaming for “content”* on $TTV$ or $TikTok$.

You could:

Team up and destroy $ARC$ machines together;

Loot buildings (there really is enough loot for everyone);

Help each other with quests;

Sometimes extract side by side with total strangers—and that felt great.

Now it is a completely different story.

WHAT CHANGED

After one particular streamer decided to start their “war” and hyped their audience into playing as aggressively as possible, this started:

Every encounter = automatic KoS gameplay (Kill On Sight). No attempt to communicate, no reading the situation—just instant deletion of anything that moves.

Camping exits and key locations. People sit on extracts and quest spots not for loot, but for “clean frags” for recordings or streams.

Matches feel less like raids and more like $BF/CoD$ with extraction sprinkled on top. Instead of tense $PvEvP$, you get a pure $PvP$ arena.

Naturally, part of the community picked all this up. The result? A normal player (or a newbie) who came for an extraction adventure, not for a never–ending circus of clips, just stops having fun. Friendly or neutral players are slowly turning toxic too: if you get ratted out ten times in a row, your hands start itching to play the same way. We might as well rename the game to RAT Raiders.

🚨 WHY THIS IS NOT JUST A PROBLEM FOR “SNOWFLAKES”

I am not against $PvP$ and I am not asking for some “hippie chill–only mode.” But right now:

The game is losing its identity. Instead of a unique mix of co–op raids and risky $PvEvP$, we are getting yet another simulator of “shoot everything you see.”

The experience is dictated not by design, but by streamers and their fanbases. The whole server can turn into a toxic festival of aggression, and everyone else is basically forced to live in that format.

New players are thrown straight into the most toxic version of the game and make the only logical conclusion: this is just another toxic $KoS$ trash pit—so they uninstall it.

WHERE THE DEVS COME INTO THIS

The problem is not just one freak who started a “war for content.” The problem is that:

The game has no tools to balance player behavior or dilute the total $KoS$ clown meta: no karma, no reputation, no rewards for helping others or for non–aggressive behavior, no convenient signaling or identification systems, and so on.

There is no clear stance. Is this a game about raids, survival, adventure, and destroying $ARC$—or about “shoot everything that moves”?

It feels like the developers themselves have not fully decided what they want from their own creation, and that empty space has been filled by streamers. They are effectively the ones setting the tone. If you let content creators define the behavioral meta, be ready for your game to become a hostage to their moods.

💡 WHAT I WOULD LIKE TO SEE

If the developers really want to keep $ARC$ Raiders as an interesting extraction experience, and not just another $PvP$ arena, we need at least some of this:

Systems that reward a variety of playstyles, not just brain–dead total $KoS$ shooting.

Counter–measures against constant extract camping and stream–sniping. We need a counterweight to this playstyle.

A clear communication stance: what kind of game this actually is and what behavior is considered “normal.”

Basic boundaries for friendly play. If you signal “I am friendly,” get a clear “yes, me too” back, and then the guy just shoots you in the back—that should be reflected somehow: karma hits, reputation loss, something. And honest play should be rewarded.

A more radical approach: put the “bad boys” in lobbies with other bad boys, and sane players with sane players, with some kind of redemption system. The online population is large enough to separate rats and normal players into different lobbies.

[BETA DISCLAIMER]

Please note this review is based on the Beta
Posted December 8.
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1 person found this review funny
2.1 hrs on record (1.7 hrs at review time)
Just remember (cod players)

A high K/D looks good on the scoreboard

A captured flag looks good on the victory screen
Posted December 8.
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