After playing for two days, I've completed the first chapter of the story.
In Deemo 2, there is a friendly reminder before we start talking about all aspects of the game. For example: when I use my wireless earphones, it reminds me that there will be lags, and turning on the calibrate will simply work.
When you press play for the first time, you will instantly enter the game's world and start playing after watching an animated sequence. At this point, there are no typical tutorials (though there are some), but a very clean layout, ethereal backgrounds, and simple beats. Without saying anything, the game will directly present the song to you and you can play the game. Upon reach to the climax, the game will immediately return you back to the animation, the station master is playing the piano. Such a transition is amazing.
Then there is the gameplay. Compared to other music games, such as Phigros and Arcaea, its gameplay is not very compelling. When compared with its prequel Deemo, it is apparent that the feedback of note has not changed significantly, whilst the feedback of charming has become more friendly, but still feel unable to adapt, because the feedback of bad and great is very confusing, since the note approaching the line will be very briefly slowed down, which is friendly for new players, but sometimes I will be disrupted by this setting.
Also, I've noticed that when two seemingly parallel notes touch the line when I tap at the same time, the results are one is charming and one is great (one yellow and one green), but later I discover they aren't 100% parallel, so I'm finding it difficult to cope with this matter.
In regards to the growth system, Deemo 2 has a very rich system that goes far beyond Deemo, thus you can see that the developer team wants to run the game for an extended period. But, daily tasks, Arcanum (game pass), Radiance (stamina) are all things that encourage players to play every day. As well as events later on. I'm not against them, but Deemo 2 is a commercialized mobile game that takes a lot of time and dedication to play, as many games nowadays. This is absolutely very heavy if you also play some mobile games every day.
Also, as for a song pack of 5 songs, 600 crystals = $6, which is not really cheap I think. Just hope there will be a discount for the song packs in the future.
Apparently, the plot is the most important selling point of Deemo 2 and one of Rayark's customary abilities. Since I've only completed the first chapter, I'll just tell you a little bit about it. In this game, you play Echo, a young girl, who enters a world of the gray and hazy atmosphere under the rain. You meet a white creature, Deemo, and begin an amazing journey. It is generally considered that the plot of the show and the game are interspersed. In particular, the story animation, which I mentioned above, transitions into the game and then transitions back to the plot animation. Because this game fits into a show, the pace is very appropriate and beneficial. I really enjoy it.
The plot is illustrated with the game graphics, whether it be Deemo or Deemo 2 or Cytus, their graphics are very neat. The scene of the entire train station in Deemo 2 is really exquisite and beautiful, the material is quite high quality. Plants and broken walls, marble and wood panels, and metal station signs with rust reflect the old-fashioned station of a bygone era and convey a solemn feeling. Deemo 2's art is clearly polished with great care. There is a need for optimization, according to the settings, as well as a closer look at the characters, anti-aliasing in general, and some scenes have a low frame rate. Since Deemo2 attempted to adapt to all mobile devices, the graphic quality requirements were appropriately lowered.
As for the music, it is also a feature of Deemo2. Softer instruments such as violin and piano produce an ethereal, gently flowing melody that fits perfectly into the game's quiet, beautiful and fantasy-like backdrop. So far, Deemo has already shown incredible musical prowess.
Sorry for writing so much. If you don't want to read the lengthy content above, my simple review of Deemo 2 is:
Game system: 8/10
Plot: 9/10 (First impressions)
Even though I give it 4 stars, Deemo 2 is still a very high-quality, artwork of game in all aspects of my mind. I can't give it a perfect score since Deemo 2, a 2022 game, is not an all-around improvement over Deemo, and its gameplay isn't the best in the entire industry. It is my belief that Rayark can write a moving story and bring a sense of art and beauty to all players. At the same time, I also wish Rayark can continue to improve Deemo 2 as a lot of players love them, love Deemo.
I was drawn to its screenshots because it looks like a promising vertical scrolling shooter game with high graphics quality. It did not disappoint when I played for a few minutes. It has a high industrial level in games of this type, the background has an interaction, and the quality of materials such as enemy and explosion effects are outstanding.
The creators of this game used Archero's growth system directly, meaning that you can equip your fighters with different equipment. Regarding details, different weapons have different attacks, such as machine guns or lasers. Having also played Raiden and traditional vertical scrolling shooters like Gemini Strike, the difference is clear. In Wing Fighter, you can't use bombs. Instead, you can increase the ultimate's power by killing enemies, and different fighters have different ultimates.
I have played two stages and found no obvious problems or deficiencies. However, since it is the core system of Archero, there may be deeper stages that require better weapons and equipment to be challenging. In other words, there may be p2w.
It's an interesting run n gun casual game. You become a slice of pizza and then fight various vegetables.
As for gameplay, it is a decent arcade action shooting game, like Archero. However, you only start with three lives in this game, and in Archero you gain skills by leveling up; in this game, you choose a skill every five waves.
Since the entire pace of the game is fast, the overall difficulty of the game is not very low, considering its limited lives. Of course, you can increase fault tolerance through some props that add shields.
Its art style and music are also great. With its delicate pixel design and unique enemies, that include bananas, peas, radishes, onions, cauliflower, carrots, and more. Each enemy attacks differently. Such as the carrot stabs you, and the pea fires something that damages you. The design is very interesting.
Sadly, I feel the current game is lacking. You can only start the next round of challenges when you die.
Also, I'm curious if the game dev is vegan or a vegan destroyer...🤔
👇I came across a bug while playing.
Although I haven't played many fishing simulation game, I have to say, I thought this fishing game from Nexelon was perfunctory. It's one of the few games that makes me feel like the tutorial is too simple. I was able to figure out the trick after playing the game for myself. Fishing in this game, just like beating monsters in an RPG game, you need to use skills to catch the fish within a limited time. That is, before it gets out of your fishing line, when it loses its physical strength.
That is the gameplay of this game. In addition, the game's screen is in the first person, and has a 3D background, but the background is a bit monotonous. Because they are the same, you cannot drive your boat across the lake. However, the game's graphic quality is not bad, and it also looks more realistic.
It currently has PVP, but only for a limited time to see who can get the highest score by fishing. I got bored trying to keep playing for 10 minutes after figuring out how to fish. If you want to experience fishing simulation, you may give it a try.
I'm impressed with this game. This is more of an art design than just a game. The creator of the game is talented since they designed those very exquisite puzzles around the door. You need to solve these puzzles to unlock the door before you can complete the level.
For me, the achievement of this art lies in the design of different styles of scenes, such as lighthouse on the sea, pirate and treasure, thrilling cemetery, fortress in the sky, cyberpunk bar. The design of the puzzles and the presentation of animations almost perfectly fit the theme of each level. The puzzles in each theme are totally unique as well, which surprises me a lot.
Players who have never played a puzzle game can easily pick up these puzzles. Perhaps this is also what the game dev wants to convey with their puzzle and animation design, so the players can enjoy these exquisite designs while playing.
As I played this game, I realized it had a steam version and that it was paid. That's right, isn't such a high-quality tower defense game actually a paid game? Its mobile version is free to play.
Let's get back to business. This is a cartoon-style tower defense game. However! It differs from more traditional tower defense.
The gameplay is very creative and hardcore. You can choose the location where you want your base to be, but it isn't just that simple! The more vulnerable the location is, the more resources you can get, which we call high-risk, high-return.
As for the turrets, the game has more than fifty, you can study how to enhance their performance through the laboratory system. In addition, in the game, you can even create blocks to disrupt the enemy's route and make a favorable path for you. Such gameplays are integrated into the game, so amazing. The last game I saw before was Arknights.
It is undoubtedly a game that I recommend to all players, but it also has some poor designs. The difficulty is not balanced. I have read reviews from other players. The game's difficulty is overstepped. Even if you have hundreds of strategy combinations and free routes, the enemies are stronger. The frequency of when they appear, where they spawn, whether your base is placed in a reasonable position and how you use resources are all you have to think about.
I want to say, the game content is very rich, and the art style is nice. However, it is challenging, hardcore, and very unfriendly for beginners. Please think carefully before playing the game.
My personal rating is 8 out of 10.
Gif is from their steam page :)
This hand-drawn doodle-style game has an attractive art style. After playing, I was a little disappointed to find out it was a puzzle game. To clear the level, you have to blast all the books through levels with your limited bombs. The game is level-based so I think this graphic style could it more interactive and faster-paced.
Nonetheless, it has creative gameplay. The maps become larger and more complicated as the levels increase. Books have HP, and different bombs will affect the explosion range. At the moment, I've only completed the first world, and there are more unique items in subsequent worlds to make the game more complex but interesting.
I also really enjoy the tutorial of this game, I shall call it a blast academy? Very creative.
Another simulation game looks interesting. You play as a black panther in an open world, kill other animals to fulfill your hunger, or court other black panthers to build your family. However, the control of this game is a disaster, so bad that I won't take the time to play it.
Some good and bad points:
+ Open your world and explore freely.
+ With the quest system and courtship system, the game playability increased.
- You cannot turn the camera, it moves according to the direction you move.
- The entire lens will vibrate when you run. I believe they want to simulate the shaking of a panther running, but it feels incongruous and uncomfortable.
- Chests that appear randomly, but with a force-watching ad every time you touch it, which is extremely annoying.